In Archester: Frontier of Steam, we are introduced to the high society, with its contraptions and machine-like government working to keep law and order in the cities; the industries that are polluting the plane and killing off its wildlife, both the clockwork ones and the much rarer living ones; the outlaws of the Midlands, pushed out of the cities to make the dessert frontier more dangerous than it already was; the frontiersmen who often abandon society and artifice on their quests to discover what (besides the distantly visible Spire of the resident planeswalker who is responsible for bringing the secrets of technology to Archester ages ago) lies beyond the rocky frontier mountains; and the mysterious artificer druids who live in the steamy rainforests beyond those mountains and keep the clockwork wildlife of the plane ticking.
Focus: Artifacts, Colorless Mana, and the "Allied Pair Groups"
[Steam]
In [Steam], more people are fed up with how the Brass Council is handling the situation on the frontier and take up arms with the vigilantes of the Midlands; the increasing numbers of lawless "privateer" pirates who've traded prison terms for service to the Brass Council make the frontier, suburban, and sometimes even inner-city areas dangerous; hordes of disturbing clockwork zombies appear on the horizon and in the streets more often, hauling their geared guts across an already stressed Archester in a sick mockery of the plane's seemingly natural clockwork ecosystem; the contraptions of high society begin to fail as more and more gremlins take up residence in inconvenient places; and the disgruntled farmers and druids take action against the polluting factories of the Flats, sometimes with unexpected help from the mysterious clockwork fauna.
Focus: Artifacts, Colorless Mana, and the "Monocolored 'Splinter' Groups"
Mechanics
Overarching Mechanics: On Archester, mana isn't the same physically-transcendent, pseudo-state ideal as mana of other planes. The mana here is like any other physical element, at least in form. Because of this, manabonds with the land are very hard to form, so, rather than gathering mana from some distant land in your mind, you must mine it. After you mine it, you can then melt it down and boil it into mana-steam, or make mana/metal alloys by mixing it with certain metals.
Artifacts: As a plane built with steam-powered blows and clockwork torque, Archester would seem to be made of artifacts. And by Geord, the Good Baron, she is!
Most of the allied colored group and their monocolored splinters care about artifacts in numerous different ways. One group is even characterized by not caring about artifacts at all!
Colorless Matters: Steam on Archester is represented with colorless mana. Much of the plane's machinery is run on steam and due to the nature of the mana, many of its denizen's spells are based on steam. Of course, if you just can't get a full head of steam going, certain machines or magics will work just as well with a smaller amount of a certain color of mana-steam.
Steam-powered—If only colorless mana was spent to [cast ~ or activate this ability], [positive effect]."
"If [:symw::symu::symb::symr::symg:/colored mana] was spent to [cast ~ or activate this ability], [effect]."
"Spend only colorless mana to [cast ~ or activate this ability]."
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Color Group Mechanics:
Group: The lawful orderly citizens of the Brass City and the Noble aven of the Porcelain City spend their both work hours and their free time tinkering, tightening, and thinking on contraptions and their various components. When the Brass Council ordered all of criminals of the cities be banished to wild western frontiers, the citizens of the east were left with all the time and quiet they could ask for in their never-ending sprees of invention and organization.
"Splinter": Mischievous gremlins multiply like the plane's ancient jackalope, taking up residence in gear box and boiler flue alike. In their dangerous bouts of night-time fun, the gremlins destroy, disassemble, and sabotage the inventions of budding scholars and the machinations of corrupt officials alike.
Mechanics: Components
Upgrade [Cost] ([Cost]: Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Components are basically Equipment for artifacts.
The keyword/game verb "upgrade(d)."
and focus on building "Contraptions" from the sets' various Components
focuses on destroying artifacts and disassembling its opponent's "Contraptions", as well as its own.
Group: When the manufactories of the Iron City began to spring up along the Flats, they forced all of the local druids, who used to farm the Flats, out to farm the desert frontier. Destroying the land and terraforming it to meet their needs, the industry barons let no pentce of wealth nor statistic of efficiency go to waste, as the smokestacks of the manufactories belch soot-filled smoke into the air over the frontier, and the assembly-workers inside leak oil and ash into the rivers that feed the coveted ocean.
"Splinter": Industry and pollution caused the world to change, and nature, both the mysterious clockwork wildlife and the rare living animals that survived, were forced to adapt--and sometimes mutate. The farmers and druids, ousted by the industry barons and left to farm the unfarmable, have decided to fight back and now plan daring raids of destruction and attempted arboreal reclamation, sometimes with unexpected help from the mysterious clockwork beasts, as well as protests of amazing overnight floral growth and luring songs and scents released by the aforementioned "protests" that are so relaxing, even steam-powered assembly-worker constructs grind to a halt.
Mechanics: Land Manipulation
focuses on changing lands and having U change basic lands to make colorless mana.
focuses on sacrificing lands for benefits and on B's has a long history of destroying lands.
focuses on searching for more lands and retrieving lands from the graveyard.
Group: The lawless inhabitants of the desert frontier. Forced from their lives of crime in the big cities, these rugged outlaws and desert [cow]boys rid themselves of the complex technology and science of high society in most fun way of all--shooting it out the barrel of a gun!
"Splinter": Desert law enforcers, some of whom pursue justice using chaotic means and some of whom pursue it to self-serving ends. Basically, vigilantes.
Mechanics: Spellslingers
and focus on discarding card for "spellslinging" effects:
"[Cost], :symtap:, Discard a card: [effect]. If an artifact card was discarded this way, [effect] instead."
focus on spellslinging and returning artifacts from the graveyard
"[Cost], :symtap:, Discard a card: [effect]. If an artifact card was discarded this way, [effect] instead."
"Return target artifact card from a/your graveyard..."
Group: The frontiersman who've given up on society and the complex technology that goes with it, and trudge west towards the mysterious steamy jungle where the plane's clockwork fauna originates. They're not adverse to the use of technology, in fact they find :symu:'s maps and terraforming somewhat useful, it not cheap (both financially and morally), and survive by using the parts of the clockwork animals they hunt, but they don't necessarily like it either, so they don't think twice about :symw:'s huddled masses, or :symb:'s greedy businesses before tossing it or giving it away in favor of a tool more mundane. Many explorers have been known to start a well-funded scientific expedition with contraptions and terraforming out the boiler drain, but in their quests into the mysterious wilds, end up giving most of it away to other explorers or settlers and forgoing the thought of ever returning to civilization again, instead delving deeper into the frontier, living only off the fruit of the land and spare parts from the the clockwork beasts that inhabit it. Their biggest competition when trying to survive are the nasty rogue skyship explorers who foolishly run from their lives of ease and wealth as one of the Council's privateers and try to survive on the frontier. One, or more, of the many clockwork beasts that roam the frontier wilds usually makes quick work of them though.
"Splinter": The pirate-like Privateers that have traded jail time for whatever crimes they've committed for service to the Council. Tasked with keeping the "Dregs of civilization at bay," which is often used with heavy amounts of sarcasm (as it basically translates to "We'll let you go and give you all the funds you need* if you stay out of the cities and keep the cowboys busy" to a tricky skyship captain), and executed to a degree that only an intoxicated skyship privateer captain, with an air of gentlemanly sophistication, could, and daring raids on the suburban areas of the large cities, often without approval from the Council, "All in the name of Your Beloved Chancellor." They steal everybody's artifacts not to smash them in protest, like the desert scum, but because they're shiny, and it's a hell of a lot easier than hard work.
Mechanics: Getting Rid of and Stealing Artifacts
and will have no second thoughts about sacrificing all their artifacts or giving them all away.
"Sacrifice an artifact: [Effect]"
"Target opponent gains control of target artifact/____ you control."
"...equal to the number of artifact cards in all graveyards."
"...equal to the number of artifacts your opponents control (that you own)"
"...as long as/if/unless you control no artifacts (and an opponent does)."
The splinter, like any good crew of pirates, will focus on stealing treasure, and, when the time comes, defending it.
"Gain control of target artifact..."
"...as long as/if/unless defending/that player controls an artifact."
"...as long as/if/unless you control an artifact."
Indestructible?
Group: Artificer druids, living unbeknownst to the rest of the plane in the steamy rain forests beyond the rocky frontier mountains, who refuse to let the living history of their home slip into memory. Armed with the tools of any good Archester citizen--a wrench and a hammer--and the memories of creatures past, the artificer druids of the far off rain forests build construct facsimiles of species forced into extinction by the pollution of technology. Built with clockwork and run on steam, the artificer druids' constructions do their best to maintain the natural ecosystem and out-thrive the geared corpses of the inner-city necrotechs, while the artificer druids themselves are busy repairing the wilds and "winding-up" the ecosystem.
"Splinter": The twisted necotechs of the sewers and fens suddenly seem to have an increased supply of corpses and clockwork, or of ambition. Either way, their plagues of steam-powered death seem to show up on the horizon and in the streets more and more often, like the locust swarms of ages past, hauling their geared guts across an already stressed Archester in a sick mockery of the plane's seemingly natural clockwork ecosystem. Twisted engineers and necromancers living in the slums of the main city and the backwater fens of the frontier use clockwork and steam to enhance, augment, and reanimate the corpses of the dead and those who have been mutated by the pollution of the barons. A putrid, perverted mockery of the clean works of replication performed by the artificer druids of the frontier.
Modular N (This comes into play with N +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
The pollution and influence of industry and technology has forced most of the plane's creatures into extinction and now the only remaining examples are those constructed by the mysterious artificer druids.
and may have a small focus on protecting and boosting nonartifact creatures.
has a small focus on turning creatures into artifacts (and zombies).
A Planeswalker's Guide to Archester
NOTE: Some of this was written prior to us choosing the name Archester. It may read incredibly awkward.
The History of Archester
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The Ancient Age
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Like most ancient civilizations, society first started near the sea. There's little recorded history from this era, but what is known is that small towns and cities, comprised mostly of humans, inhabited the eastern seaboard. During this period, humans were considered to be the only sentient beings on the plane, with elves considered savages, and canids, the jackal-like people of the frontier; viashino, the rugged but colorful Gila monster race of the desert; and taurox, the proud bullfolk of the frontier, considered savage wild animals.
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The First Age: The Tick of Technology
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The First Era begins with the historical event known as the "First Coming". This was the first time in which the planeswalker Cyrus appeared in Archester's history. Claiming that he had seen fantastic inventions of far off worlds, he quickly became acclaimed as a prophet. On this first pilgrimage, Cyrus brought to his people the knowledge of metal working. This kick-started the technological advancement of the human race, allowing them to make a technological leap in decades that would have normally taken hundreds, if not thousands, of years.
Determined to better the lives of his people and turn his plane from a backwards land into one of the grand technological designs he'd seen among the multiverse, Cyrus set off a second time to discover the secrets of the multiverse. He return several times over the next century, with tales of a great cities that stretched as far as the eye could see, arcane metal lands of calculation and riddles, and strange worlds where the people lived in giant mechanical spiders that clung to the metal ceiling that replaced the sky. The knowledge he brought to Archester propelled the plane into an iron-age industrial sprawl in a matter of decades.
Plans were drafted for a great brass city that would be the greatest feat of engineering the plane, nay the multiverse, had ever seen. This city would put Archester on planeswalkers' maps and it's technology would leave them enthralled. With construction started and his schemes in motion, Cyrus set off for the Blind Eternities once more, but this time he would not return for a hundred years.
In his absence, the people of Archester expanded, but also fell into disarray. Without a leader, tensions rose, but instead of turning against each other, the humans of Archester lashed out at the other races. The canids, elves, taurox, and viashino were driven further and further west.
As the Brass City was nearing half completion of it's base structures (it's never been completely finished--they're still working on it to this day), the Brass Council was formed in an event known as the "Unification." A central senate was created, uniting all of the east coast under one flag with representatives from all of the major regions. The members represented such a strong military force that it would have been suicide to refuse. The ancient seaside civilization of eastern elves were the only ones to resist, and although they fought against the technology of the Council with an effectiveness that has never been explained, they were defeated by the humans. The Brass City became the undeniable capital of the plane and is home to the senate that acts as the central government of most of the civilized world.
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The Second Age: The Magic of Mana
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It wasn't until almost a century later that Cyrus returned again. This time, he brought with him the secrets of mana manipulation. With his knowledge, he was able to discover that on Archester, mana isn't the same physically-transcendent, pseudo-state ideal as mana of other planes. The Archester's mana is like any other physical element, at least in form. Because of this, manabonds with the land are very difficult to form, so, rather than gathering mana from the land on Archester in the mind, it must be mined.
Cyrus found that after mining the mana and melting it down while a special alchemical process, it could be mixing with certain metals to form mana-infused alloys. Metals infused with some types of mana were strong. Stronger than any metal Cyrus had encountered. Some were explosive. Some were healing to the touch. Some even seemed to exist in two slightly different places at once. Mana-infused metals, while crude, had their uses and quickly became the skeleton upon which Archester would grow.
Cyrus's real discovery, however, was what happened when you took the process one step further. Mana that was heated to the point of boiling, would vaporize and form a sort of mana-steam. This mana-steam could be used to do just about anything you wanted and propelled Archester into an era of industry, as engineer and builders hurried to get their plans and calculations from paper to reality.
The westernmost part of the Brass Council's claim is called the Flats. The Flats, as their name suggests, are miles and miles of nearly flat plain land. Long ago, the Flats were used as farm land due to their rich soil and perfect farming conditions. During the industrial boom, however, industrialists and expansionists appealed to the government for rights to the land. Now, the Flats are dominated by huge manufactories that turn the planes mana into steam and then into progress.
It is among these manufactories of the Flats that the second large city of the east rose up--the Iron City. Its grimy gears and smoke-choked skies a stark contrast to the intricate contraptions and clean sophisticate atmosphere of the Brass City, the Iron city is the heart of industry and economy on Archester. To many, the Iron City represents the true seat of power on the plane, as everything relies on the economy it provides. Some say that every decision made by the Brass Council must be backed by the so-called "Iron Council," comprised of the most powerful business owners and "robber" barons.
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The Third Age: The Call of the Wild
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Appearing tired from his travels, Cyrus recruited the greatest engineers from across the plane and disappeared. Less than a year later, a gigantic tower loomed on the distant western horizon, beyond the frontier mountains. This tower was decided to be Cyrus's personal dwelling and became known as the Spire. Cyrus hasn't been seen or heard from since. Some say he's been long gone, off to see new and exciting world. Others say he sits in his drawing room, resting from a life of adventures. Either way, he had made a lasting effect on his home.
It was around this time that the humans discovered the Porcelain City. Floating on thin air miles above the ocean, the Porcelain City is one of the last natural wonders of the world, as it the only phenomenon on the plane that can't be explained through known science. The spiritual aven had quietly observed the advancement and western expansion of the humans from their concealed city in the clouds. Once the humans had discovered the city however, they abandoned their silent observation and opened trade. Since the city is impossible to access by non-aven barring the use of skyship, it has resisted the Brass Council's attempts, both political and militaristic, to annex it into their "unified east."
With the boom of industry and artifice in the east, the nonhuman races of the Midlands had begun to advance into the lower stages of civilization and together with the human criminals and scum exiled from the eastern cities, they settled the desert. The largest of the Midland cities is called Kandor City. A rustic collection of wooden buildings on the desert wastes, Kandor City is the largest "fortifiable" defense against the outlaws and criminals of the Midlands for those who prefer a quieter, safer lifestyle. The exploits of the various outlaw gangs that fight for the Midlands are usually confined to the western settlements and are usually too small to do any serious damage to large cities, so the Brass Council has mostly turned a blind eye to the issue, leading to even more resentment from the settlers. Most outlaws act alone or in small groups, but there are a few large gangs.
West of the Midlands, those who have given up on society wander further into the frontier. There they find strange and complex clockwork animals that populate the deserts, forests, and mountains. Trudging west towards the mysterious mountains over which the plane's clockwork fauna seems to originate, many explorers have been known to start a well-funded scientific expedition with contraptions and terraforming out the boiler drain, but in their quests into the mysterious wilds, end up giving most of it away to other frontiersman or settlers and forgoing the thought of ever returning to civilization again, instead delving deeper into the frontier, living only off the fruit of the land and spare parts from the clockwork beasts that inhabit it. They're not adverse to the use of technology, in fact they find the geared terraforming of the industrialists somewhat useful, it not cheap (both financially and morally), and survive by using the parts of the clockwork animals they hunt, but they don't necessarily like it either, so they don't think twice before tossing it or giving it away in favor of a tool more mundane.
Every so often, a frontiersman deep into the wilds will encounter one of the elven artificer druids from over the mountains and have its wisdom bestowed upon him. Legend has it that these mysterious druids travel Archester winding-up the clockwork wildlife that they are said to have built themselves in their steamy rainforest home on the other side of the seemingly impassible frontier mountains.
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The East (The Coast)
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The Eastern part of the plane is usually referred to as the Coast, though the name is given to any land east of the Midlands. The Coast is split into three distinctive areas: the actual coastline, the center area, and the western area known as the Flats. Together, these areas hold the vast majority of the plane's population and represent the most civilized parts of the plane.
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The Coastline
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Most of the known world exists between two coasts. Given the arid nature of the midlands and the distance to the west coast, the Eastern seaboard represents one of the only sources of blue mana available on the plane. Because of this, it has attracted intellectuals and mana-mages alike, and the Coastline has garnered a reputation as the technological heart of the plane.
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Mana Mages
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One of the things that separates this plane from others is its relationship with mana. Mana is an incredibly valuable resource here, which makes the management of it a very lucrative profession. Special Mana Mages are masters of manipulating mana, transforming it into a solid (or usually liquid) form for transportation and use. This is incredibly important for blue mana, which is abundant at the coast but absent most other places on the plane. Mana mages are hired by the Patriots and industrialists for mana shipping, but more intricate mages create small mana capsules for everyday use. They also create slugs that can be fired from handguns like bullets, allowing even non-mages to wield powerful magic.
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The Flats
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The westernmost part of the Coast is called the Flats. The Flats, as their name suggests, are miles and miles of nearly flat plain land. Long ago, the Flats were used as farm land due to their rich soil and perfect farming conditions. During the industrial boom, industrialists and expansionists appealed to the government for rights to the land. Now, the Flats are dominated by huge factories.
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The Three Cities
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The Coast is home to many cities, but there are three that are by far the most iconic: The Porcelain City, the Brass City, and the Iron City.
The Porcelain City is one of the natural wonders of the world, as it floats on thin air miles above the ground. Said to be created by the ancestors of the Aven, it has since become the central Hub of Aven science and mythology. The Porcelain City also represents the only remaining sovereign city-state. Since the city is impossible to access by non-aven barring the use of air-ship, it has resisted capture. The Aven council is willing to cooperate with the Patriot government, but is wary of what seems like impending attack looming on the horizon.
The Brass City is the largest and most famous on the plane. The Brass City is the capital city of the plane and is home to the senate that acts as the central government of most of the civilized world. Nicknamed the Brass council, the senate makes decisions for almost everything. The Prime Minister (Proper Name) is simultaneously the most loved and hated man on the plane.
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The Patriots
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"Patriot" is the name given to anyone who's a supporter of the Brass council. Patriotism is centered mostly in the brass city and surrounding settlements, but support is fleeting the further west one travels. The Patriot movement is usually associated with city life, since the Brass Council is comprised mostly of city folk and make decisions accordingly. On the Coast, the name Patriot is used as a unifying movement, while out west it's a back-handed insult.
The final city, the Iron city, lies at the heart of the flats. The Iron city is the heart of industry and economy on the plane. To many, the Iron City represents the true seat of power on the plane, as everything relies on the economy it provides. Some say that every decision made by the Brass Council must be backed by the so-called "Iron Council", comprised of the most powerful business owners.
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The Midlands
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The Midlands are the lawless frontier of the plane, far from the bustling cities to the east and the lush jungles of the far west. The land is dry and arid, consisting of amber plains, vast deserts, and rocky crags and canyons.
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The Frontiersmen/Settlers
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Because of the harsh conditions of the Midlands, few people choose to live their willingly. Most of the people who do end up there do so on the backs of bad luck and unfavorable circumstance. Some of them are forced into the Midlands due to poor city conditions. The poverty and sickness that run rampant through the slums of the cities made even the desolate planes of the midlands seem promising, which led to the westward migration of the lower class.
The frontier is also filled with farm folk. Long ago, the land to the immediate west of the cities was farming land. But as industry began to grow, the mana-rich farmlands were slowly taken from their old owners to support expansion. This combined with the invention of industrialized food production made farmers obsolete, forcing many of them into the Midlands.
The harsh conditions of the Midlands have made their people tough, rugged, and bitter. The people of the frontier blame the Patriots for any and all of their misfortunes. The Settlers argue that the government does not ration out mana fairly, with the people of the city getting the vast majority of mana while the frontier is left high and dry. To them, it seems unfair for the government to force them to comply with the same laws as city folk if they're not given equal treatment. This general sentiment is what has lead to the Midlands being known as a lawless place, as frontiersmen refuse to listen to a government that does not support them.
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The Outlaws
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Far from the reaches of the Patriots, the Midlands are teeming with criminals and ruffians. Outlaws can range anywhere from general mischief makers to mass murderers. Some outlaws act out as a way of protest, while others just love to create chaos. Either way, they've made the Midlands a notoriously dangerous place.
Because outlaws usually act as small, rag-tag teams, their exploits are usually confined to the western settlements. Bandit gangs will raid settlements for supplies or mana. However, these groups are usually too small to do any serious damage to large cities, which is why the Patriots have mostly turned a blind eye to the issue, leading to even more resentment from the settlers.
Most outlaws act alone or in small groups, but there are a few large gangs, the most notorious of which is the Mavericks. The Mavericks are by far the most dangerous outlaw gang in the Midlands. In general, their actions are fueled purely by greed and love of chaos, rather than any political agenda.
The largest gang is the Marshals, led by John Marshal. Though technically an outlaw gang, many of the people who live in the midlands see Allester Marshall as a hero. Unlike the Mavericks, the Marshalls only mobilize against the Patriots and (what they see as) their unfair actions. This creed has allowed the Marshals to become incredibly popular, gaining supporters from almost every western settlement. While the Patriots don't like acknowledging outlaws at all, they have from time to time negotiated with the Marshals to avoid outright catastrophes.
The third largest gang (though far behind the first two) is the Big Horns. The Big Horns get their name from their leader, a large minotaur nicknamed Big Horn. The Big Horns fight for equal rights for all races. Given a plane that's mostly human, other non-human races like Viashino, Minotaurs, Dog-folk, and even some Aven are discriminated against by the patriots. While most settlers agree with the cause of the Horners, their haphazard attacks on innocent settlements have made them unpopular.
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Important Figures on Archester
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Cyrus (Something) -- The Prophet of Archester
Richard Ferron -- Known to everyone out of his earshot as "the Robber Baron," Richard Ferronis a true champion of greed. Without a care for the land, or the rules of the Brass Council, he runs his manufactories with only profit in mind. His concern for the welfare of his living manufactory workers amounts to writing off all but the most essential of safety measures and he runs his automated assembly-workers with the absolute minimum maintenance possible. If the Brass Council and his competitors had their way, Ferron would have been exiled to the Midlands years ago, but the fabled "Iron Council," of which he is said to lead, keeps the law far from his main concerns.
Chancellor Baylock -- Head of the Brass Council, Chancellor Baylock is both the most loved and most hated man on Archester. His decisions and leadership have made the east coast a pristine mechanical paradise of order and law, while turning the Midlands into a chaotic and lawless reminder of the high society's discrimination and fear.
Big Horn -- Big Horn is the wise taurox leader of his eponymous "gang," the Big Horns. Comprised of various canids, taurox, viashino, and even aven, the Big Horns may be small gang, but what they lack in numbers, they make up for in spirit. Big Horn and his gang fight to free the nonhuman races of Archester from the discrimination and ignorance of the Brass Council and its citizens. Big Horn is a big advocate of nonviolence and encourages his followers to use nonlethal tactics to reach their goals.
Cornilis Trent -- (Cornilis Trent was destined to lose his life to a mysterious Explosive Delivery, but last-minute formatting issue saved him. Who knows what he's been up to since? :D)
Elizabeth Tinkerson -- Daughter of the late Abraham Tinkerson, Elizabeth Tinkersonhas surpassed her father's legacy as the most accomplished engineer in the Brass City. Having designed a plethora of contraptions, from the Chancellor's own steam-powered mobile-"throne" to the thundermuzzle firearms now used throughout the lawless Midlands, the Tinkerson name is both cursed and revered across Archester.
Henrid Frod -- Henrid Frod is an Iron City industrialist and main sponsor of the development of the assembly line technique of mass production. Making extensive use of automated assembly-workers in his manufactories, Frod prides himself on the innovation and efficiency of his operations.
Isinaac Prachet -- Isinaac Prachet is a Brass City judge who has gained renown as the "Exiling Judge" by sentencing the vast majority of the convicted criminals that have appeared in his court to be exiled to the Midlands.
Jaxck Ripard -- Often discredited by the Brass Council as being little more than myth, Jaxck Ripard has avoided the reach of their law for years by conducting his twisted necrotech work in his secret lair among the undercity sewers. Having found the fresh corpses of young women to be highly preferable to the rotting corpses of the deceased, he hunts the streets of the Brass City by night, looking for victims to seduce, torture, and remake in his clockwork experiments.
Allester Marshall -- The most liked gang in the Midlands, the Marshalls, are led by Allester Marshall. Though technically an outlaw gang, many of the people who live in the midlands see Allester Marshall as a hero. Unlike the other gangs, the Marshalls only mobilize against the other gangs themselves and the presence of the Brass Council, which they see as more of a hindrance than a help. This has allowed the Marshalls to gain support across the Midlands, so while the Brass Council doesn't like acknowledging outlaws at all, they have from time to time negotiated with the Marshalls to avoid catastrophe.
Kertus Urap -- One of the most well-known names around Kandor City is that of Kertus Urap, owner and proprietor of Kertus' Saloon. As bartender, Kertus and his "business partner abroad," Alin Burback, know everything that happens from the walls of the Iron City to the edges of the frontier.
Captian Piar Moragand -- A skyship privateer in the service of the Brass Council, Captain Moragand's need for control (especially of the possessions of others) not only got him into trouble with the law, but also got him out of it. Trading his sentence of exile to the Midlands for the service of his skyship and crew to the Brass Council. Working above the law to rebuff the Midland outlaws, his life of piracy and theft changed only in that he now plunders in the name of "Our Beloved Chancellor."
Rodfred Wenroth -- Rodfred Wenroth is an Iron City manufactory owner and is rumored to be on the fabled "Iron Council."
Tecksa Rend -- The largest gang by far, the Mavericks are also the most dangerous. The Mavericks steal just to steal, kill just to kill, and cause general chaos just to cause general chaos. Prowling the Midlands in disaster-waked bands, they make sure the civilians get caught in the crossfire of their battles with the Brass Council and the Marshalls. Although there is no universally recognized leader of all the Maverick gangs, Tecksa Rend is easily the most notorious. Her most famous act was a heist in which she and her band robbed an entire train of mana-infused gold.
Terent Livinton -- Ex-Flats farmer
Thomasston Arell -- Thomasston Arell has held a seat on the Brass Council since he was old enough to be elected (appointed?), a feat unrivaled by any other council member.
Tulia Kriston -- Brass City steamstress.
Willard Weston -- Despite his fun-loving, jolly demeanor, Willar Waston knows a thing or two about survival. When he's not wrestling a clockwork ursine in the wilds, or trading some of his few possessions to struggling frontier settlers for maps to lead him deeper into the wilderness, he can be found downing pint after pint at one of various saloons scattered across the Midlands and recruiting others to join him on his expeditions with exaggerated stories of his adventures.
The problem I have is that it doesn't make any sense. Why would I be able to attach a Darksteel Axe, Lux Cannon, and Wurmcoil Engine to a contraption? It's a lot easier to make flavorful addons to artifacts then it is to make something you can have be attached to by all kinds of random artifacts.
When you frame it like that, I just look kind of silly for suggesting it in the first place :embarrass:. You're 100% right.
I think it's actually cool having equipment and contraptions both attach to artifact creatures.
My issue with it isn't its coolness. I just think it's the same design space as Equipment and not particularly new. You might as well make Equipment with the ability "attach to target artifact you control" with a small Rules rewrite.
Canid Sentry3WW Creature - Hound Soldier (C)
~ has vigilance as long as you control an artifact. To many in the Brass City, canids can fill only one position: watch dog.
3/4
Frontier Sheriff1W Creature - Human Soldier (C) Steam-powered—:sym2w:, :symtap:: Tap target creature. If only colorless mana spent to activate this ability, that creature doesn't untap during its controller's next untap step.
1/2
Porcelain City Patrol3W Creature - Bird Soldier (C)
Flying "Only the most tuned of sprocket and pure of heart are permitted to walk the marbled streets of the Porcelain City. The aven see to it." --Tulia Kriston, Brass City steamstress
3/2
Elidaveth's Guard 2.01W Creature - Bird Soldier (C)
Flying
~ gets +1/+1 for each component you control that's attached to a artifact you control.
1/1
Guard-in-a-Box :1mana::sym2w: Artifact Creature - Soldier Construct (C)
First strike Steam-powered—You may cast ~ as though it had flash. Spend only colorless mana to cast ~ this way.
2/1
Chipper Assistant3W Creature - Hound Artificier (C)
When ~ enters the battlefield, you may search your library for a Component card, reveal it, put it into your hand, then shuffle your library. "You got it boss, Comin' right up!"
2/3
Clockwork Lion Artifact Creature - Cat Construct (C)
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.) Mechanical ticking and purring make the lions of the frontier fearsome even at rest.
1/0
Nature's Keykeeper2W Creature - Elf Artificer Druid (C)
Vigilance
:symtap:: Untap target artifact creature. Put a +1/+1 counter on that creature.
1/2 The artificer druids work relentlessly to keep nature from winding down, an unwinnable race against the technology of Archester.
Mechanical Falcon :2mana::sym2w: Artifact Creature -Bird Construct (C)
Flying
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
1/1
Clockwork Bison :2mana::sym2w::sym2w: Artifact Creature - Ox Construct (C)
Trample
Clockwork 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Revoke Existence1W Sorcery (C)
Exile target artifact or enchantment. "I shall not stand for such uncouth behavior in my court! We shall not settle our disputes like Midland heathens!" --Isinaac Prachet, the "Exiling Judge"
Protective Custody1WW Enchantment - Aura (C)
Enchant creature or planeswalker
Enchanted permanent's activated abilities can't be activated. If enchanted permanent is a creature, it can't attack or block.
Patriot Agenda Instant (C)
Choose target creature. If W was spent to cast ~, you may choose another target creature. If WW was spent to cast this, you may choose a third target creature. Those creatures gain protection from artifacts or from the color of your choice until end of turn.
Sheriff's WarningW Instant (C)
Tap target creature. That creature doesn't untap during its controller's next untap step. If a card named ~ is your graveyard, exile that creature instead. "This is your first and only warning." --Every Frontier Sheriff on Archester
Promising YouthU Creature - Human Artificier (C)
:sym2u:: Look at the top card of your library. You may put it into your graveyard. If an artifact card is put into your graveyard this way, put a +1/+1 counter on ~.
0/1 Share with me your knowledge and I shall share with you my strength.
Engineer's Assistant :sym2u::sym2u: Artifact Creature - Artificer Construct (C)
When ~ enters the battlefield, you may attach target Component you control to target non-Component artifact you control.
2/2
(Proper Name) Aristocrat2U Creature - Human (C)
As long as ~ is untapped, it has shroud.
As long as ~ is tapped, it's unblockable.
2/2
Merchant Airship :3mana::sym2u: Artifact Creature - Construct (C) Steam-powered— When ~ enters the battlefield, draw a card, then discard a card unless only colorless mana was spent to cast it.
Flying
3/2
Shabby Automaton :2mana::sym2u: Artifact Creature - Construct
~ enters the battlefield tapped and doesn't untap during its controller's untap step.
:1mana:: Untap ~. Spend only colorless mana to activate this ability.
2/4
Steam Manipulator1U Creature - Human Wizard (C) U, :symtap:: Add 2 to your mana pool.
1/1 "Ashes to ashes, water to steam"
Lazy Pirates4U Creature - Human Pirate Soldier (C)
~ can't attack unless defending player controls an artifact.
~ can't block unless you control an artifact. "We'll get up to protect the captain's treasure. We'll get up to retrieve the captain's new treasure. If you have neither, you'd best keep moving."
5/5
Mana Purification1U Enchantment - Aura (C)
Enchant land
When ~ enters the battlefield, draw a card.
If enchanted land would add colored mana to a player's mana pool, it adds colorless mana instead.
Unwind-Up2U Instant (C)
Choose one--tap target artifact or creature, then remove a counter from it; or untap target artifact or creature, then give it a counter of a kind already on it.
Chancellor's ConscriptionU Enchantment - Aura (C)
Enchant creature
Enchanted creature's controller may choose not to untap enchanted creature during his or her untap step.
Whenever enchanted creature becomes untapped, return it and ~ to their owners' hands at end of turn.
Turn to Steam2UU Instant (C)
Counter target spell. Add 2 to your mana pool. Let's see if we can put that to good use.
Chancellor's Deal IVUU Instant (C)
Counter target spell unless its controller pays 2. They may only spend colorless mana. Even the rich can be swayed by the sounds of money and gears.
Contemplate Sorcery (C)
Look at the top 3 cards of your library. For each U spent to cast ~, put one of those cards into your hand, then put the rest back on top in any order.
Scholarly Debate :1mana::sym2u: Art Description:Two engineers are shouting at each other, while a third looks befuddled staring at the blackboard in the background with a highly complex set of equations written on it. Mood:They'll argue till they're blue in the face. Instant (C) Steampowered - Tap up to two target creatures. If only colorless mana was spent to cast this spell, those creatures don't untap during their controller's next untap step. Not all engineers see eye to eye.
Maverick Bigshot3BB Creature - Human Spellslinger (C) 4B, :symtap:, Discard a card: Target creature gets -5/-5 until end of turn. If an artifact card wasn't discarded this way, destroy ~.
2/2
Manufactory Wraith2BB Creature - Wraith (C)
Swampwalk
When ~ dies, each player sacrifices a land. Most manufactory owners can't stand them... until they try to get rid of them.
3/2
Defense Lawyer1B Creature - Human Advisor (C)
~ can't block unless a land card is in your graveyard. I think our mild leak is hardly worth discussing in the wake of that horrible explosion they're about to suffer..." -- Rodfred Wenroth, Manufactory owner
2/2
Steamy Industrialist2B Creature - Human Shaman (C)
:symtap:, Pay 1 life: Add 2 to your mana pool.
Sacrifice a land: Untap ~. Activate this ability only once each turn.
1/1
Boiler Shade1B Creature - Shade (C) Steam-powered -- :sym2b:: ~ gets +1/+1 until end of turn. Then if only colorless mana was spent to activate this ability, it gains flying until end of turn. They haunt the boilers and furnaces of the manufactories in which they worked and died.
1/1
Casket Constructor2B Creature - Human Spellslinger (C) 2B, :symtap:, Discard a card: Return a creature card from your graveyard to your hand. If an artifact card was discarded this way, return up to two creature cards instead.
2/2
Hired Gun Artifact Creature - Mercenary Construct (C)
When ~ enters the battlefield, if B was spent to cast it, you lose 2 life.
2/1 Whoever said good help is hard to find has never had to deal with bad help.
Viashino Voodoo Queen3B Creature - Viashino Spellslinger 1B, :symtap:, Discard a card: Each other player loses 2 life. If an artifact card was discarded this way, you gain life equal to the life lost this way.
3/3 "Trust me, I know what I'm doing..."
Unrenewable Resources2B Enchantment - Aura (C)
Enchant land
Whenever enchanted land becomes tapped, its controller sacrifices it and adds 2 to his or her mana pool. These Flats were farms one day, manufactories the next. It's high time the land took itself back." --Terent Livinton, Ex-Flats farmer
Strike It RichB Sorcery (C)
As an additional cost to cast ~, sacrifice a land.
Add 3 to your mana pool.
Quick Draw1B Instant (C)
Target creature gains deathtouch and first strike until end of turn. "Draw."
Soul Leak1B Sorcery (C)
Destroy target creature unless its controller pays 3. "Your servant seems to have sprung a leak there, Henrid." --Andony Carnigig, the "Robber" Baron
Lost in the Desert Instant [Common]
Tap target creature. That creature gets -1/-1 for each B spend to cast ~. “You’d hafta be near as strong as one o’them frontiersmen to stand a chance of survivin’ a week out there, much less a night.” --Kertus Urap, Proprieter of Kertus’ Saloon
Change the Contract2B Sorcery (C)
Target opponent discards a card. Then that player reveals his or her hand. You choose a nonland card from it. That player discards that card. "That's not what it says here..." --Andony Carnigig, the "Robber" Baron
Shatterstick Gremlin :1mana::symr: Creature - Gremlin Artificier (C)
When ~ enters the battlefield, destroy target artifact.
1/1
Maverick Provoker :3mana::symr: Creature - Minotaur Spellslinger (C)
:symr:, :symtap:, Discard a card: Target creature attacks this turn if able. If an artifact card was discarded this way, untap ~. A taurox never charges on a turned back... they shoot first.
3/3
Viashino Splinterpainter 3.0 :4mana::symr: Creature - Viashino Spellslinger (C)
:1mana::symr:, :symtap:, Discard a card: Target creature gains intimidate until end of turn. If an artifact card was discarded this way, that creature gets +3/+0 until end of turn. Making your friends scary and dangerous the quick way... Priceless.
4/2
Steamtongue Viper :1mana::sym2r: Artifact Creature - Snake Construct (C)
First strike
:sym2r:: ~ gets +1/+0 until end of turn.
1/1
Scrapyard Looter :1mana::sym2r: Artifact Creature - Rogue Construct (C)
:symtap:: Draw a card, then discard a card. One man's trash is another trash's treasure.
1/1
Marshall Bigshot :3mana::symr::symr: Creature - Human Spellslinger (C)
:4mana::symr:, :symtap:, Discard a card: ~ deals 4 damage to target creature or player. If an artifact card wasn't discarded this way, destroy ~.
2/2
Canid Lightpack Creature - Hound Scout (C)
~ gets +1/+1 and has haste as long as an artifact card is in your graveyard. "The trappings of society can only slow me down."
1/1
Gremlin Mischief :1mana::symr: Instant (C)
As an additional cost to cast ~, sacrifice an artifact.
Put X 1/1 red Gremlin creature tokens onto the battlefield, where X is the sacrificed artifact's converted mana cost.
Round on the House :3mana::sym2r::sym2r: Sorcery (C)
Creatures you control get +3/+0 until end of turn and don't untap during your next untap step. "Tonight, it’s on me. Tomorrow, it’ll be all them.” —Kertus Urap, Proprieter of Kertus’ Saloon
Steam Release :3mana::symr: Instant (C)
~ deals damage to target creature equal to the number of artifact cards in all graveyards. A well timed release of steam can mean the difference between living and dying in the Midlands.
Explosive Delivery 3.0 :2mana::symr: Sorcery (C)
You may have target player gain control of an artifact you control. If you do, that artifact deals 5 damage to that player or target creature that player controls. "Let's have a blast!" --Package inscription
Recycle :1mana::symr: Sorcery (C)
Put two random artifact cards from your graveyard on top of your library.
Buckshot Instant (C)
~ deals X damage to target creature or player, where X is 1 plus the amount of spent to cast ~.
"I ain't never met a problem that couldn't be solved with a bullet or three."
--Allester Marshall, Marshalls gang leader
Manufactory Fire 2.0 :2mana::symr::symr: Sorcery (C)
Destroy target artifact or land. ~ deals 2 damage to target creature with the same controller. "Lock the doors. We wouldn't want them to leave work early." --Rodfred Wenroth, Manufactory owner
Arbor-er Elf :1mana::symg: Creature - Elf Druid (C)
:symtap:: Untap target land you control.
1/2
Frontier Explorer :2mana::symg::symg: Creature - Human Scout (C)
When ~ enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library.
2/2
Alloy Jumper :3mana::symg: Creature - Dryad (C)
~ can't be blocked by artifact creatures or equipped creatures. When pollution and industry started killing off the trees, the dryads found more sturdy things to attune themselves with.
3/3
Taurox Emptyhand :1mana::symg: Creature - Minotaur Scout (C)
As an additional cost to cast ~, target opponent gains control of target artifact you control.
"Strength does not come from carrying one's things around, but from giving them away."
--Big Horn, Gangleader
3/3
Elvish Warrior :symg::symg: Creature - Elf Warrior (C) "My tales of war are the stories most asked for around the fires at night, but they're the ones I care least to tell"
2/3
Clockwork Ursine Artifact Creature - Bear Construct (C)
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.)
When ~ enters the battlefield, draw a card.
0/0
Clockwork Sandwurm :3mana::sym2g::sym2g: Artifact Creature - Wurm Construct (C)
Clockwork 6 (This creature enters the battlefield with six +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.) When the desert starts to shake beneath your feet, run.
0/0
Clockwork Arachnid :2mana::sym2g: Artifact Creature - Spider Construct (C)
Reach
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.) Building a web may seem silly, but only the spiders catch prey unwound.
0/2
Lifeweaver :2mana::symg: Creature - Elf Shaman (C)
Whenever another creature enters the battlefield under your control, you may pay :symg:. If you do, put a +1/+1 counter it.
2/2
Survival of the Strongest :2mana::symg: Sorcery (C)
Target creature you control fights another target creature. At the beginning of the next end step, put a +1/+1 counter on each of those creatures.
Nature's Resolve Sorcery (C)
Destroy target artifact or enchantment.
Soul's Might :4mana::symg: Sorcery (C)
Put X +1/+1 counters on target creature, where X is that creature's power. "Once in a blue moon, a lowly clockwork beast will fight back against civilization with the primal might of the long extinct creature it mimics." --Willar Waston, Frontiersman
Frontier Expedition Sorcery (C)
Search your library for a basic land card, reveal it, then shuffle your library and put it on top. If was spent to cast ~, you may put it into your hand instead. If :symg::symg: was spent to cast this, you may put it onto the battlefield tapped instead.
Moon-E's New Manifesto :1mana::symg: Enchantment - Aura
Enchant creature
:sym2g:: Enchanted creature gets +1/+1 until end of turn. If this is the third time this ability has resolved this turn, enchanted creature gains trample until end of turn.
Assembly-Worker Artifact Creature - Assembly-Worker (C)
:symtap:: Target Assembly-Worker creature gets +1/+1 until end of turn.
2/2
Clockwork Boarhog Artifact Creature - Boar Construct (C)
Intimidate
Clockwork 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Clockwork Scorpid Artifact Creature - Scorpion Construct (C)
Deathtouch
Clockwork 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Clockwork Condor Artifact Creature - Bird Construct (C)
Flying
Clockwork 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Scrapdigger Artifact Creature - Construct (C)
When ~ enters the battlefield, you may return target artifact card from your graveyard to your hand.
2/2
Junk Collector Artifact Creature - Construct (C)
~ gets +1/+1 for each artifact attached to it. In their search for discarded machinery to maintain their own mechanisms, junk collectors will settle for any parts they can get their hands on. Or their pincers. Or their grapplers. Or their...
1/1
Not-A-Myr Artifact Creature - Construct (C)
:symtap:: Add to your mana pool.
1/1
Steel Wall Artifact Creature - Wall (C)
Defender "I believe we're thinking too hard about this. A nuisance as simple minded as the outlaws requires an equally simple answer."
0/4
Magnetic Golem Artifact Creature - Golem (C)
Whenever a player casts an artifact spell, that player gains control of ~.
3/3
Crumbling Boiler Artifact (C)
When ~ enters the battlefield, draw a card.
Exile ~ from your graveyard: Add to your mana pool.
Expedition Map Artifact (C)
:2mana:, :symtap:, Sacrifice ~: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Timed Explosive Artifact (C)
At the beginning of your end step, put a tick counter on ~ unless you pay :1mana:.
When ~ has three or more tick counters on it, sacrifice it. If you do, it deals 3 damage to target creature.
Golden Ring Artifact (C)
Whenever you cast a white spell, you gain 2 life.
:symtap:: Add to your mana pool. The pricetag isn't just for materials.
Silver Ring Artifact (C)
Whenever you cast a blue spell, look at the top card of each player's library.
:symtap:: Add to your mana pool. The luster doesn't only reflect light.
Leaden Ring Artifact (C)
Whenever you cast a black spell, target opponent loses 1 life.
:symtap:: Add to your mana pool. The weight isn't a design flaw.
Iron Ring Artifact (C)
Whenever you cast a red spell, target creature can't block this turn.
:symtap:: Add to your mana pool. The rust isn't just oxidation.
Copper Ring Artifact (C)
Whenever you cast a green spell, target creature gets +1/+1 until end of turn.
:symtap:: Add to your mana pool. The verdigris isn't just a reaction to pollution.
Coveted Seeing Stone Artifact (C)
Whenever a creature deals combat damage to you, that creature's controller gains control of ~.
Your opponents play with their hands revealed. Even with its vision, most don't see it coming.
Animation Wires A blazing furnace with some out of place wires clipped on it's side punches out a man carrying firewood. In the background you see another person smiling. Focus: The man's terrified and disbelieving face. Artifact- Component (C)
Upgraded artifact is a 3/3 artifact creature.
Upgrade Suddenly, Tinkerson Home Furnace Model #13876SQ4 was filled with a burning rage.
Windup Key II Artifact - Component (C)
Upgraded artifact has ":1mana:, : Choose a counter on this permanent. Put another of those counters on it."
Upgrade
Glaring Headlight Artifact - Component (C)
Upgraded artifact has ":2mana:, :symtap:: Tap target non-artifact creature."
Upgrade
Builder's Plate2 Artifact - Component (C)
Whenever Upgraded artifact is put into its owner's graveyard, draw a card.
Upgrade 2
Oiled Gears1 Artifact - Component (C)
Upgraded artifact untaps during each player's untap step.
Upgrade 1
Steston Hat3 Artifact - Equpiment (C)
Equipped creature gets +1/+1 and has intimidate.
Equip 2 "Watch out for that guy, he's the Boss of the Midlands."
Mechanic's Wrench1 Artifact - Equipment (C)
Equipped creature gets +2/+0 and has "1, :symtap:: Untap target artifact."
Equip 1
Improvised Propulsion System Artifact - Equipment (C)
Equipped creature has flying and haste.
Equip
Sunsoaked Flats Land (C)
:symtap:: Add 1 to your mana pool. ,T: Add W or 2 to your mana pool. It gets so hot that the wheat that grows here practically bakes itself.
Simmering Coastline Land (C)
:symtap:: Add 1 to your mana pool. ,T: Add U or 2 to your mana pool. Though many have tried, none have been able to replicate the power of the ocean itself.
Sludge Pit Land (C)
:symtap:: Add 1 to your mana pool. ,T: Add B or 2 to your mana pool. The sludge found here is used for many industrial purposes, such as heavy duty adhesive, cheap fuel, and in some extreme cases, dietary supplements.
Natural Furnace Land (C)
:symtap:: Add 1 to your mana pool. ,T: Add R or 2 to your mana pool. Rocky formations around Archester seem to suggest that the plane itself is trying to industrialize.
Steamy Rainforest Land (C)
:symtap:: Add 1 to your mana pool. ,T: Add G or 2 to your mana pool. Some forests are good for more than just lumber and land.
Uncommons: 60
Creatures: 32
Noncreatures: 28
Frontier Medic1WW Creature - Human Spellslinger (U)
:symw:, :symtap:, Discard a card: Prevent the next 3 damage that would be dealt to target creature. If an artifact card was discarded, put a +1/+1 counter on that creature for each damage prevented this way.
2/2
Frontier Recylcer 3.02W Creature - Bird Artificer (U)
Flying
Steam-powered--:sym2w::sym2w:, :symtap:: Return target noncreature artifact or enchantment card from your graveyard to your hand. If only colorless mana was spent to activate this ability, return that card to the battlefield instead.
1/3
Sauna Officer1W Creature - Human Cleric (U)
Whenever you add colorless mana to your mana pool, you may gain that much life.
2/1 "There's nothing like the healing power of steam."
Weldbot III(2/W)(2/W) Artifact Creature - Construct (U)
:symtap:, Sacrifice ~: Choose one - ~ deals 2 damage to target attacking or blocking nonartifact creature; or regenerate target artifact.
2/2
[Western Elves] Flockwinder2WW Creature - Elf Artificer Druid (U)
Steam-powered--:sym2w:, :symtap:: Put a 0/0 white Sheep Construct artifact creature token with "Clockwork 1" onto the battlefield, then if only colorless mana was spent to activate this ability, put an additional +1/+1 counter on that creature.
2/2
Clockwork Stallion(2/W)(2/W) Artifact Creature - Horse Construct (U)
Clockwork 2 (This enters the battlefield with two +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.)
First strike
2/0
Oscillating Glory2WW Instant (U)
Put a +1/+1 counter on each creature you control, then gain X life, where X is the number of +1/+1 counters on permanents you control. "A tick problem? Yes, in a way..." --Willar Waston, Frontiersman
Rehabilitating Sentence1W Instant (U)
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it. "They say a night in the Midlands can change a man. Let's see what a week can do for you." --Isinaac Prachet, the "Exiling Judge"
Restore to Brilliance(2/W)(2/W)(2/W) Sorcery (U)
Return target artifact card from a graveyard to the battlefield under your control.
Trinket Mage2U Creature - Human Wizard (U)
When ~ enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
2/2
Master of Contraptions1UU A man stands in a busy factory. He holds a tool in one hand as he leans against the most ridiculously awesome steampunky thing ever. Focus: genius at rest Creature- Human Artificer (U)
Components you cast cost 1 less.
Upgrade costs you activate cost 1 less. The training to be a head artificer is so difficult, to teach a student to make bolts, they give the class a paper with forty-eight different ways to make a bolt. Those students must figure out which three actually work or fail within the hour.
2/2
Terratech Cartographer2U Creature - Human (U)
:symtap:: Target land becomes the basic land type of your choice until end of turn. If that land was nonbasic, untap ~. "My maps are never wrong. I'll be sure of it..."
2/2
Steam Elemental3UU Creature - Elemental (U)
Flying Steam powered - (2/U)(2/U): Target creature is unblockable until end of turn. If only colorless mana was spent to activate this ability, that creature gains shroud until end of turn.
3/3
Burst of SteamUU Sorcery (U)
Until the beginning of your next upkeep, if a player taps a land for mana, it produces colorless mana instead of any other type. "We need to focus our production."
Steam Dream :2mana::sym2u::sym2u: Sorcery (U)
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Cast in Steel1UU Enchantment - Aura (U)
Enchant permanent
Enchanted permanent is an artifact. (It loses all other types.) "Despite what others claim, I too believe the beasts of the wilds have a place in this world. That place is as trophy statue in my garden." -Someone important
Steam Geyser :sym2u::sym2u::sym2u: Instant (U)
Return up to two target nonland permanents to their owners' hands.
Necrotech Prodigies II :4mana::symb: Four dead men lay before a shovel wielding young blue collar man. There is a cart behind him, with a high class young woman pulling it. Focus: The look of love on their faces Creature - Human Artificer (U)
When ~ enters the battlefield, put a 2/2 black Zombie artifact creature token onto the battlefield for each land card in each graveyard.
2/2 Their lust for knowledge is as forbidden as their love.
Desert Gearbones 2.0 :1mana::sym2b: Artifact Creature - Skeleton Construct (U)
:sym2b:: Return ~ from your graveyard to your hand.
2/1 Even an incomplete skeleton is terrifying when the macabre network of rusted tools and sinew strung pulleys it uses to constantly reconstruct itself are considered.
Steam Fiend :1mana::sym2b: Artifact Creature - Horror (U)
Flying
Whenever you cast a spell or activate an ability with only colorless mana, ~ gets +2/+2 until end of turn.
1/1
Scrapyard Surveyor :3mana::symb: Creature - Bird Rogue (U)
Flying
Whenever an artifact is put into a graveyard from the battlefield, you may have target player loses 1 life and you gain 1 life.
2/2
Snake Oil Salesman Creature - Human Spellslinger (U)
:symb:, :symtap:, Discard a card: Each opponent discards a card. If you discarded an artifact card this way, each opponent loses life equal to the converted mana cost of the card he or she discarded. Activate this ability only at any time you could cast a sorcery. Those who purchase rainwater as pricey "medicine" are the lucky ones.
1/1
Necrotech Harvest (Formerly Zombfog) :1mana::sym2b::sym2b: Sorcery (U)
Target player sacrifices a nonartifact creature. Steam Powered -- If only colorless mana was spent to cast ~, return that creature to the battlefield under your control.
Cheating at cards v3.2 :1mana::symb: Instant (U)
Until end of turn, whenever you discard a card, exile it. At the beginning of the end step, return each card exiled this way to your hand.
Draw a card.
Demonic Dividends :sym2b::sym2b::sym2b: Instant (U)
Target player draws 3 cards and loses 3 life. Archester has no demons, so the business of brokering twisted deals fell to beings even more ruthless and less sympathetic.
Manic Gremlin Creature - Gremlin (U)
:1mana::symr:, :symtap:: Destroy an artifact at random.
1/1
Marshall Quickhand Creature- Human Spellslinger (U)
, Discard a card: ~ deals 1 damage to target creature or player. If an artifact card was discarded this way, ~ deals 2 damage instead. Transgizmowhat? Sounds like ammo to me.
1/1
Viashino Steam-Spitter :1mana::symr::symr: Creature - Viashino (U) Steam powered - :sym2r:: ~ gets +1/+0 until end of turn. If only colorless mana was spent to activate this ability, it gets +2/+0 and gains trample instead.
2/3
Airdrop Airship :3mana::sym2r::sym2r: Artifact Creature - Construct (U)
Flying
:2mana::symr:: You may have target player gain control of an another artifact you control. If you do, that artifact deals damage equal to its converted mana cost to that player or to target creature that player controls.
3/2
Taurox Scrapdiver :3mana::symr: Creature - Minotuar (U)
As long as there's an artifact card in your graveyard, ~ has first strike.
As long as there's an artifact card in your opponent's graveyard, ~ has haste
As long as there are 5 or more artifacts in all graveyards, ~ has double strike.
3/3
Spellslinger's Creed :2mana::symr: Enchantment (U)
Whenever you discard a card, ~ deals 2 damage to target creature or player.
Thirst for ___ :1mana::symr: Sorcery (U)
Draw two cards. Then discard two cards unless you discard an artifact card. The Mavericks are famed for their speed and ferocity in battle. Their ability to clean house leaves something to be desired.
Steam Blast :2mana::symr: Sorcery (U)
~ deals 2 damage to each creature and each player.
Flame Javelin :sym2r::sym2r::sym2r: Instant (U)
~ deals 4 damage to target creature or player.
Huge Cow :symg::symg::symg: Creature - Beast (U) The elves have developed a use for every part of the animal's body, a wondrous feat considering how many parts there are.
4/5
Veteran Trail Guide :2mana::symg::symg: Creature - Human Scout (U)
:1mana::symg:, :symtap:: ~ fights target creature. Don't you worry, I've wrestled just about everything in these jungles...
3/3
Taurox Reclaimer II :3mana::symg::symg: Creature - Minotaur Warrior (U)
As long as an opponent controls more artifacts than you, ~ gets +3/+3. "The city-dwellers are never satisfied with what they have. Their greed is their prison."
3/3
Clockstopper Druid Creature — Elf Artificer Druid (U)
:1mana::symg:, :symtap:: Counter target activated or triggered ability from an artifact source.
1/1
Clockwork Rhinorn :4mana::sym2g::sym2g: Artifact Creature - Rhino Construct (U)
Clockwork 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.)
Trample A tightly wound rhinorn is often the first real danger frontiersmen face... and often the last.
4/0
Clockwork Constrictor :2mana::sym2g::sym2g: Artifact Creature — Snake Construct (U)
Clockwork 4
:3mana::symg:: ~ gets +3/+3 until end of turn. Activate this ability only once each turn.
0/0
Recycle the Parts :3mana::symg: Sorcery (U)
As an additional cost to cast ~, sacrifice an artifact.
Distribute a number of +1/+1 counters equal to the sacrificed artifact's converted mana cost among any number of target creatures.
Clockmaker's Blessing :1mana::symg::symg: Enchantment (U)
Creatures with +1/+1 counters on them you control have haste and trample.
Swallowed by Nature III :sym2g::sym2g::sym2g: Instant (U)
Destroy target artifact, enchantment, land or planeswalker. Not everything that goes into the woods comes out.
Throttle Gnomes Artifact Creature - Gnome (U)
Sacrifice ~: ~ deals 3 damage to target player.
3/1
Clockwork Slith Artifact Creature-Slith (U)
Clockwork 2
Whenever Clockwork Slith deals damage to a player, put two +1/+1 counters on it.
0/0
Assembly Guardian Creature - Assembly Worker (U)
:symtap:: Target Assembly-Worker creature gains +1/+1 and first strike until end of turn. As soon as the gremlin attack alarm rings, they repurpose other workers for battle.
3/2
Assembly Oiler Creature - Assembly-Worker (U)
:symtap:: Target assembly-worker creature gets +1/+1 and gains haste until end of turn.
2/1
Steam Battery Artifact (U)
:2mana:: Put a charge counter on ~.
Remove a charge counter from ~: Add to your mana pool.
Steam Converter Artifact (U)
:xmana:, :symtap:: Add to your mana pool.
Metallic Augmentation Artifact (U)
:3mana:, : Put a +1/+1 counter on target creature. That creature becomes an artifact in addition to its other types.
Engineer's Toolbow 3.0 Artifact (U)
:symtap:: Add to your mana pool.
:symtap:: Untap another target artifact. A source of infinite blueprints; a tool to help create them.
Awesome Longcoat Artifact - Equipment (U)
~ is indestructible.
Equipped creature has shroud.
Equip
The Goggles II Artifact - Equipment (U)
Whenever a player casts a spell using only colorless mana, equipped creature gets +X/+X until end of turn, where X is the converted mana cost of that spell.
Equip
Laser Pistol Artifact - Equipment (U)
~ enters the battlefield with 3 charge counters on it.
Equipped creature has ":symtap:: Put a charge counter on ~" and ":symtap:, Remove a charge counter from ~: This creature deals one damage to target creature or player."
Equip
Self Destruct Button 2 Artifact - Component (U)
Sacrifice upgraded artifact: ~ deals X damage to each creature and each player, where X is the upgraded artifact's converted mana cost.
Upgrade
Fog Machine Artifact - Component (U)
Upgraded artifact has shroud.
As long as upgraded artifact is a creature, it is unblockable.
Upgrade
Emergency Ejector Artifact - Component (U)
:sym2u:: Return upgraded artifact to its owner's hand.
Upgrade
UL01 – Land, Cyrus' Factory Land (U)
:symtap:: Add to your mana pool.
:4mana:, :symtap:: Search your library for an Assembly-Worker creature card. Shuffle your library and put that card on top.
Airship Assault :3mana::sym2w::sym2w: Instant (R)
Put a 4/4 colorless Dreadnought artifact creature token with flying onto the battlefield. Steam Powered - If only colorless mana was spent to cast ~, put three of those tokens onto the battlefield instead.
Cyran Redeemer Creature - Elf Artificer Druid (R)
Whenever one or more +1/+1 counters are removed from a permanent you control, put that many +1/+1 counters on ~. "I collect the discarded parts of our work. Their loss gives me strength."
1/1
Stuttering Blink :xmana::symw: Instant (R)
Exile target creature you control then return that card to the battlefield. Repeat this process X more times. (You may choose a another creature each time.)
Brass Council Taxation Committee :1mana::symw::symw: Creature - Human Advisor (R)
Nonartifact spells cost more to cast.
The activated abilities of nonartifact permanents cost more to activate. "How can people governed by so many rules see themselves as 'free'?" - Big Horn, gang leader
2/2
Academy Curator :1mana::symw: Creature - Human Artificer (R)
When ~ enters the battlefield, put an artifact from your graveyard onto the battlefield with a study counter on it.
when ~ leaves the battlefield, sacrifice that artifact.
1/1
Out with the Old :3mana::symw::symw: Sorcery (R)
Destroy each creature without a +1/+1 counter on it. For nature to improve, outdated models must be disposed of.
Aren, Revered Inventor :2mana::symw::symw: Legendary Creature - Bird Artificier (R)
Flying, Lifelink
~ gets +1/+1 for each component attached to an artifact you control.
Whenever ~ deals combat damage to a player, you may pay :sym2w:. If you do, search your library for a component card, reveal it, and put it into your hand. Then shuffle your library.
2/3
Ovius Serpent :4mana::symu::symu: A sea serpent, dotted with rows of eyes on it's body, devours a falling airship. The serpent appears to be flying out of the water. Focus: The open maw of the serpent Creature - Serpent (R) Steam-Powered - :sym2u::sym2u:: Target nonland permanent loses all abilities and ~ gains those abilities until end of turn. If only colorless mana was spent to activate this ability, this effect doesn't end at the end of turn. The more it sees, the more it knows.
5/5
Steal Spell :3mana::symu::symu: Enchantment - Aura (R)
Enchant Permanent
When ~ enters the battlefield, gain control of each permanent attached to enchanted permanent.
You control enchanted permanent.
Magnet Elemental :2mana::sym2u::sym2u: Artifact Creature - Elemental (R)
When ~ enters the battlefield, gain control of each component and equipment that could be attached to it for as long as you control ~. Then attach those permanents to it.
3/3
Mass Production :xmana::xmana::symu: Sorcery (R)
Put X tokens on the battlefield that are a copy of target non-creature artifact. "By this time next year, we'll be able to equip an army!
Hammer and Nail :sym2u::sym2u::sym2u::sym2u: An Assembly Worker swings a Rod of Ruin at a group of gremlins. mass casualties. Sorcery (R) Steam-powered-Search your library for up to two artifact cards, reveal them and put them in your hand. If only colorless mana was spent to cast this spell, put them onto the battlefield instead. Then shuffle your library. There are always "shinies" to break. There are not always easy shinies to break.
A Grand Experiment Artifact (R)
At the beginning of your upkeep, attach target component you control to ~.
Tap an untapped component attached to ~: Each player draws a card. It was put on display in the village square so that all may learn from its intricacies.
Machine Legion Commander :3mana::symu: Creature - Human Soldier (R)
~'s power and toughness are each equal to the number of artifacts you control.
Each noncreature artifact you control is an artifact creature with power and toughness each equal to its converted mana cost. (Components that are creatures can't Upgrade an artifact and Equipment that are creatures can't equip a creature.)
*/*
Macabre Taxidermist :2mana::symb::symb: Creature - Human Artificer (R)
When ~ enters the battlefield, you may put target creature card from your graveyard onto the battlefield. That creature an artifact in addition to it's other types.
2/2
Corporate Machine :1mana::sym2b::sym2b: Artifact (R)
:sym2b:, : You lose 1 life and draw one card. Being corrupt has it's advantages.
Helldozer 2.0 :3mana::sym2b::sym2b::sym2b: Artifact Creatue — Zombie Giant (R)
:sym2b::sym2b::sym2b:, :symtap:: Destroy target land. If that land was nonbasic, untap ~.
6/6
Frontier Bounty Hunter :1mana::symb::symb: Creature - Human Spellslinger Rogue (R)
:4mana::symb:, :symtap:, Discard a card: Destroy target creature. If an Artifact card was discarded this way, return that creature to the battlefield under your control. "This bounty hunter is my kind of scum, he always gets his man. Alive or dead." - ____, The Robber Baron
2/2
Smog Fiend :1mana::sym2b: Aritfact Creature - Horror (R)
Flying
~ gets +2/+1 for each land card in your graveyard. Steam powered - If only colorless mana was spent to cast ~, it has haste.
1/1
[Some black qualifier] Trader :3mana::symb: Creature - Human Spellslinger (R)
:1mana::symb::symb:, :symtap:, Discard a card: Search you library for a card with converted mana cost X, reveal it, and put it into your hand, where X is the converted mana cost of the discarded card. If an artifact card was discarded this way, search you library for a card with converted mana cost up to X instead. Then shuffle your library. Activate this ability only any time you could cast a sorcery.
2/2
Search in the Landfill :2mana::symb: Enchantment (R)
At the beginning of your upkeep, return target artifact card from your graveyard to your hand. You lose life equal to that card's converted mana cost. "Our toxic waste disposal isn't compliant with the Brass Council regulations? Let's send it to the frontier, we might even sell it for a good price." - Some Robber Baron
Gremlin Propagation :1mana::symr::symr: Sorcery (R)
Destroy target artifact, then put a 1/1 red Gremlin creature token onto the battlefield for each artifact card in all graveyards.
Big Horn Thunderhoof :3mana::symr: Creature - Minotaur Warrior (R)
Whenever ~ attacks, you may pay for any number of target creatures. If you do, tap those creatures. Steampowered - If only colorless mana was spent this way, ~ deals 2 damage to each of those creatures.
4/4
Trash for Treasure :2mana::symr: Sorcery (R)
As an additional cost to cast ~, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
False Friends :1mana::symr: a politician shakes hands with himself. Instant (R)
Put a token that's a copy of target creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step. The best friends are too often gone too soon.
Steam Storm Gamma :sym2r::sym2r::sym2r::sym2r: Instant (R)
~ deals 5 damage to each creature and each planeswalker. Steampowered - If only colorless mana was spent to cast ~, destroy each nonland permanent instead.
Triple-Trick Tony :2mana::symr::symr: Creature - Human Spellslinger (R)
:sym2r:, :symtap:, Discard a card: ~ deals X damage to target creature or player, where X is 1 plus the amount of red mana spent to activate this ability. If an artifact card was discarded this way, untap ~.
"Y'all can take me outta the frontier, but y'all ain't never gonna take the frontier outta me."
2/2
Viashino Gambler :2mana::symr: Creature - Lizard Spellslinger (R)
:symtap:, Discard a card: Flip a coin. If an artifact card was discarded this way, flip two coins instead. For each flip you win, draw a card. For each flip you lose, ~ deals 2 damage to target opponent. His variation on the classic scam is "Heads I win, tails I punch you in the face".
2/2
Clockwork Monstrosity :xmana::sym2g: Artifact Creature - Hydra (R)
Vigilance
Clockwork X
: Double the number of +1/+1 counters on ~.
0/0
Manaplasm:2mana::symg: Creature — Ooze (R)
Whenever you cast a spell, ~ gets +X/+X until end of turn, where X is that spell's converted mana cost.
1/1
Chained Riledon :1mana::symg::symg::symg: A behemoth beast pulls at the chains holding it to a massive laboratory table. Creature- Beast (R)
Haste, Defender, Trample
If there are no artifacts on the battlefield, Chained Riledon loses Defender.
:1mana::symg:: destroy target artifact.
4/4
Clockwork Swarm :3mana::sym2g::sym2g: Artifact Creature - Insect (R)
Clockwork 5
Whenever a +1/+1 counter is removed from ~, put two 0/0 green Insect artifact creature tokens with Clockwork 2 onto the battlefield.
0/0
Taurox Gardener :2mana::symg: Creature - Minotaur Druid (R)
:xmana::sym2g:, Exile an artifact card from a graveyard: Put a X/X green Plant Hydra creature token on the battlefield.
2/3
Exponential Growth :2mana::symg::symg: Instant (R)
Double the number of counters on each creature you control.
Nature's Revolt :1mana::symg: Enchantment (R)
At the beginning of each player's precombat main phase, that player adds to his or her mana pool for each artifact his or her opponents control.
Iron-Wisp-E4 Artifact Creature - Spirit (R)
Clockwork 3
Flying
Whenever a +1/+1 counter is removed from ~, exile target artifact card from a graveyard.
When ~ dies, put each card exiled with it onto the battlefield.
0/0
Steamcatcher-E5 Artifact Creature - Construct (R)
Whenever ~ deals combat to a player, put two +1/+1 counters on it.
Remove a counter from ~: Add 1 to your mana pool.
2/2
Prime Assembly-Worker6 Artifact Creature - Assembly-Worker (R) T: Target Assembly-Worker gets +1/+1 and gains protection from all colors until end of turn.
5/5
Clockwork Devourer6 Artifact - Construct Horror (R)
Clockwork X, where X is twice the number of artifacts in all graveyards.
As long as Clockwork Devourer has 5 or more +1/+1 counters on it, it gains trample and haste.
Whenever another creature dies, put X +1/+1 counters on each creature you control, where X is that creature's toughness.
*/*
Assembly Line4 Artifact (R) Steam-powered - 3, Sacrifice an artifact: Put two tokens onto the battlefield that are copies of another target artifact. If only colorless mana was spent to activate this ability, put four of those tokens onto the battlefield instead. Activate this ability only once each turn.
Mechanical Cane3 Artifact - Equipment (R) Steampowered - 1: Choose one - Equipped creature gains lifelink until end of turn, or equipped creature gains deathtouch until end of turn, or equipped creature gains "T: This creature deals one damage to target creature or player" until end of turn. Activate this ability only once each turn. If you paid only colorless mana to activate this ability, choose all three.
Equip 2
Crumbling Infrastructure4 Artifact {R}
When ~ enters the battlefield, draw a card. 4, T: Put an Industry counter on target land. As long as it has an Industry counter on it, it is an artifact and has "T: Add 2 to your mana pool."
Sacrifice ~: Destroy all lands with Industry counters.
Renamed "Mizzium Morpher"3 Artifact - Component (R)
When ~ enters the battlefield, choose another non-component artifact.
Upgraded artifact is a copy of the chosen artifact
Upgrade 3
Inventor's Toolkit 23 Artifact (R)
:1mana::sym2w::sym2w:, : Search your library for an component or equipment card, reveal that card, and put it into your hand. Then shuffle your library.
:sym2u:, : Attach target permanent you control that's attached to a permanent to another target permanent it could attach to.
Robber Baron's Contract3 Artifact (R)
:sym2u::sym2u:, : Target player reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
:sym2b:, : Target player loses life equal to the number of land cards in each graveyard.
Looter's Satchel3 Artifact (R)
:1mana::sym2b::sym2b:, : Return target creature or artifact card from your graveyard to your hand.
:1mana::sym2r:, : Discard a card, draw a card.
Frontiersman's Axe II3 Artifact (R)
:2mana::sym2r::sym2r:, :symtap:: ~ deals 5 damage to target player. That player gains control of ~.
:sym2g:, : Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Actiavate this ability only if an opponent controls more artifacts than you.
Metalworker's Mallet3 Artifact (R)
:sym2g::sym2g:, : Each creature you control gets +X/+X and gains trample until end of turn, where X is the number of +1/+1 counters on that creature.
:sym2w:, : Put a +1/+1 counter on target creature.
Nimbus Maze Land (R) T: Add 1 to your mana pool. T: Add W to your mana pool. Activate this ability only if you control an Island. T: Add U to your mana pool. Activate this ability only if you control a Plains. To find its center is to find one's own.
Drainage Canal Land (R) T: Add 1 to your mana pool. T: Add U to your mana pool. Activate this ability only if you control a Swamp. T: Add B to your mana pool. Activate this ability only if you control an Island. To wash away the filth and misery.
Sandstone Hideout Land (R) T: Add 1 to your mana pool. T: Add B to your mana pool. Activate this ability only if you control a Mountain. T: Add R to your mana pool. Activate this ability only if you control a Swamp. Full to the brim of empty souls.
Charred Clearing Land (R) T: Add 1 to your mana pool. T: Add R to your mana pool. Activate this ability only if you control a Forest. T: Add G to your mana pool. Activate this ability only if you control a Mountain. A casualty of progress.
Guided Thicket Land (R) T: Add 1 to your mana pool. T: Add G to your mana pool. Activate this ability only if you control a Plains. T: Add W to your mana pool. Activate this ability only if you control a Forest. Not a root or leaf out of place.
Clockwork Colossus :3mana::sym2w::sym2w::sym2w: Artifact Creature - Giant (M)
Clockwork 7
~ is indestructible
When ~ dies, destroy all nonland, nonartifact permanents.
0/0
Reach for Tomorrow :2mana::sym2u::sym2u::sym2u: Sorcery (M)
Take an extra turn after this one. Steam-powered - If only colorless mana was spent to cast ~, take two extra turns after this one instead. Looks like the future happened sooner...
Darge Steamship :4mana::sym2b::sym2b: Artifact Creature - Dreadnought (M)
Flying, haste Steam-powered-When ~ enters the battlefield, if only colorless mana was spent to cast it, each player sacrifices a land, then all nonartifact creatures get -X/-X until end of turn, where X is the number of land cards in all graveyards.
6/6
Mara (Last Name) :1mana::symr::symr: Planeswalker - Mara (M)
[+2]: You may choose a creature you control. If you do, until your next turn, damage that would be dealt to ~ is dealt to that creature instead.
[-1]: Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn.
[-7]: You get an emblem with "Creatures you control have haste." and "Creatures your opponents control enter the battlefield tapped."
{2}
Oozy, the Hungry Slime :3mana::symg::symg: Planeswalker - Oozy (M)
[+2] Exile up to one target artifact or enchantment.
[-X] ~ deals X damage to target creature or planeswalker. If that permanent would be put into a graveyard this turn, exile it instead.
[0] Put X X/X green Ooze creature token onto the battlefield, where X is the number of cards exiled by ~.
{3}
Chancellor Baylock :2mana::symw::symu: Art Description: A lower-angle shot of a man standing on a balcony, his arms on the railing. He appears to be in his mid-thirties, and is wearing a Victorian-era suit. A brass watch-chain loops from one of his pockets and a brass telescope stands nearby. Mood: Let's change the world. Legendary Creature - Human Advisor (M)
Tap an untapped artifact you control: Tap target nonland permanent. "All I need are the right tools, and I could move the world."
1/4
Richard Ferron, Robber Baron :3mana::symu::symb: Art Description: A portly man in his late forties leans over a desk covered in papers. He is dressed in a suit, with a golden watch chain dangling from a pocket. The room around him is lavishly appointed, and aides of various ages crowd the table, apparently arguing. The central man looks up at the viewer, a smug expression on his face. Mood: A spider at the center of his web. Legendary Creature - Human Advisor (M)
: Put an Industry counter on target land. As long as it has an Industry counter on it, it is an artifact and has ": Add to your mana pool."
:symu::symb:, : Untap target artifact and gain control of it. "As I'm sure you fine gentlemen know, it's just business."
2/3
Tecksa Rend :2mana::symr::symb: Art Description: A young woman with untidy hair and a wild grin on her face wearing ragged clothes stands with one foot on the back of a shopkeeper. She holds two long-barreled pistols, one in either hand. One rests on her shoulder, the other pointed at the shopkeeper's head. The room around them is in complete disarray, with broken furniture and spilled food, but it is clear that it was a general goods store. Mood:Who's going to stop me? You? Legendary Creature - Human Rogue (M)
Haste, intimidate
Whenever Tecksa Rend deals combat damage to a player, you may discard a card. If you do, draw a card.
Whenever you discard a card, Tecksa deals 2 damage to each opponent unless that player discards a card that shares a type with the card you discarded. "Hand it over, nice and slow, or my boys here might get a mite twitchy."
3/2
Willard Weston, Frontiersman :3mana::symr::symg: Art Description: A grizzled human in thick leather with bandoliers and pouches filled with assorted devices stands on a outcropping with a hiking stick in his hand. The sun is shining on his face, and a tall tower can be distantly seen in the background. Mood: With the proper tools, you can get anywhere. Legendary Creature - Human Scout (M)
When ~ enters the battlefield, put two artifact tokens onto the battlefield.
Sacrifice an artifact: Regenerate target creature. Put a +1/+1 counter on that creature. "It's dangerous to go alone. Take this!"
4/4
Oriel, Evolutionary Engineer :3mana::symg::symw: Art Description:A young elf leans over a clockwork beast's flank. He holds a lamp in one hand, and is inspecting the scratches and dents on the creature's body. Mood:Evaluative curiosity. Legendary Creature - Elf Shaman (M)
If damage would be dealt to a creature you control, put that many +1/+1 counters on it instead. "I've found that laboratory work can only go so far. Eventually, the best forge for new designs is nature herself."
2/2
Smokestack Artifact (M)
At the beginning of your upkeep, you may put a soot counter on ~.
At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on ~.
Sword of Forge and Furnace Artifact - Equipment
Equipped creature gets +2/+2 and has protection from Artifacts. This effect does not remove ~.
Whenever equipped creature deals combat damage to a player, put target artifact card in your hand or in a graveyard onto the battlefield, then destroy target artifact.
Equip
Sol Battery A ring shaped battery glows in the side of a wild contraption. It should look much like the FTV sol ring. Artifact- Component
Upgraded artifact has ": Add to your mana pool."
Upgrade "They say it uses starlight to generate power. Poppycock, of course." -Willar Waston
Steel Caller Artifact Creature - Angel (M)
Flying
Sacrifice ~: Return to the battlefield each other artifact card put into a graveyard this turn. The people of Archester have never seen an angel, and yet its form still brings them hope.
4/4
Vial of Allies A woman wears a necklace with a small vial. this vial has three faces just like hers looking eagerly around. Artifact (M)
Whenever you cast a creature spell, you may pay and sacrifice ~. if you do, search your library for up to three cards with the same name as that spell, reveal them, put them into your hand and shuffle your library. One good Laverne deserves another.
My issue with it isn't its coolness. I just think it's the same design space as Equipment and not particularly new. You might as well make Equipment with the ability "attach to target artifact you control" with a small Rules rewrite.
It's not exactly the same, since Equipment can only attach to creatures. I don't think the design space between the two is close enough to prevent us from having both exist.
Also, if there are any other posts from the other thread that I should include in the OP, let me know.
My issue with it isn't its coolness. I just think it's the same design space as Equipment and not particularly new. You might as well make Equipment with the ability "attach to target artifact you control" with a small Rules rewrite.
I can understand that. Still, I like the idea of piling all of these addons onto something to make one big contraption. But I do think there's a lot of design space here. Equipment are usually based around combat, making creatures bigger or better. With contraptions, you have to get a little bit trickier. There's no artifact power and toughness, so we can get really creative with the kinds of abilities we put on them.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
See, this is pretty sweet (steampunk is awesome), but I just want to comment on one thing; the 'achromic' ability word.
It's an interesting idea, and I thought of it myself when going over a set with a similar 'colorless matters' theme (this was a 'lack of mana' type colorless rather than an 'artifact' colorless theme, though) and it conveys flavour nicely. My main problems with it that I found are a) it is horrible in limited unless you add a lot of colorless artifact ramp or nonbasics at common and b) it adds a negative to basic lands, which you generally don't want to do. Especially with the "if colour was spent to cast this, negative". Unless, of course, that latter ability is used with abilities that don't fit in colour.
For example, if you did:
(2/B)(2/B)
Sorcery (C)
Destroy target nonartifact creature.
If G or W was spent to cast this, its controller gains life equal to its power.
That's good, and a clever way to mitigate the downsides of making everything splashable (-cough-Dismember-cough-).
But yeah, making basic lands worse than certain nonbasics is not a cool thing to do, that's all.
Can we play off of that core idea to make something a little more original, though? I like the idea of combining Contraptions to make Rube Goldberg mega machines -- can't we tap into that more?
Assemble [cost] ([cost]: Attach to target Contraption you control. Assemble only as a sorcery.)
Non-Contraption artifacts can have assemble, and Contraptions don't necessarily have to have assemble -- but all Contraptions interact with or care about the cards attached to them. It's narrow, but a) it's more flavorful (if only slightly) and b) we'd print a lot of "assemble" cards and Contraptions to make it work.
I would personally rather put 'assemble' on contraptions and have it work like this:
Assemble [cost] ([cost]: Attach target artifact you control to this permanent. Assemble only as a sorcery.)
So it's not as narrow. That way you can play with all kinds of cool artifacts and still be able to stick them onto your contraptions rather than be limited to playing just the artifacts from this set and just the contraptions from this set. (hint: it's why splice sucked in kamigawa, because the cards you could splice were all in kamigawa, and the cards you could splice to were all in kamigawa)
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Assemble [cost] ([cost]: Attach to target Contraption you control. Assemble only as a sorcery.)
As NC said, this makes it too narrow. Don't forget, the contraptions themselves are still artifacts, so you can still attach contraptions to contraptions for the "rube goldberg" feeling you were looking for.
Assemble [cost] ([cost]: Attach target artifact you control to this permanent. Assemble only as a sorcery.)
Again, this doesn't make any sense form a flavor perspective. You wouldn't attach your artifacts to it, you'd attach it to your artifacts.
I don't really see what's wrong with making it work like equipment. There's still tons of design space, and the similarities actually make it better in my opinion. It's much easier to explain to someone that it's equipment for artifacts than to explain the small differences between them.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I would personally rather put 'assemble' on contraptions and have it work like this:
Assemble [cost] ([cost]: Attach target artifact you control to this permanent. Assemble only as a sorcery.)
So it's not as narrow. That way you can play with all kinds of cool artifacts and still be able to stick them onto your contraptions rather than be limited to playing just the artifacts from this set and just the contraptions from this set. (hint: it's why splice sucked in kamigawa, because the cards you could splice were all in kamigawa, and the cards you could splice to were all in kamigawa)
Happy to have you on board.
Your idea is basically exactly what Curious suggested over on the other thread. My version is to use something like this...
Assemble [cost] ([cost]: Attach to target artifact you control. Assemble only as a sorcery.)
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The B splinter group is made up of twisted engineers and necromancers living in the slums of the main city and the backwater fens of the frontier that use clockwork and steam to enhance, augment, and reanimate the dead and those who have been mutated by the pollutions of the barons (id est, those that couldn't adapt).
This is still an issue, but one with a simple fix: Assemble [cost] ([cost]: Attach target noncreature artifact you control to this permanent. Assemble only as a sorcery.)
It's an interesting idea, and I thought of it myself when going over a set with a similar 'colorless matters' theme and it conveys flavour nicely. My main problems with it that I found are a) it is horrible in limited unless you add a lot of colorless artifact ramp or nonbasics at common and b) it adds a negative to basic lands, which you generally don't want to do.
But yeah, making basic lands worse than certain nonbasics is not a cool thing to do, that's all.
I also suggested something that could possibly be used to help combat this a little:
This would put the group in direct opposition of the (G/W) elves, who may have an affinty (not the mechanic) for growing things, including wood and other non-metallic materials. Perhaps the elves could then have a small colored mana or basic land theme. Colorless "wooden" artifacts with the Imperiosaur ability maybe? This would also help separate them from the "smash 'fact" mentality of (R/G).
Attaching artifacts together seems like it could become really messy, especially if it's so open ended. Maybe the contraptions are what get attached to other things? Like, add-ons that increase their effectiveness. Basically artifact equipment.
Oiled Gears2
Artifact Contraption
Assemble (2/U)(Attach to target artifact you control. Assemble only as a sorcery)
Assembled artifact untaps during each player's untap step.
I actually like this. The overlap with equipment seems ok to me since artifacts and creatures themselves have an overlap. This just makes sense.
Something we need to reconsider: all of these awesome ideas haven't included Riggers, which should play an important part.
Concerning my/Ninja Caterpie's original idea: to get past the oddity of attaching something like Darksteel Colossus to a Contraption could you change it to "noncreature" artifact?
I like the 'equipment for artifacts' idea a lot better, I was just suggesting an improvement to The Most Curious Thing's idea. I haven't exactly read up on the stuff you're doing in the main thread, so lol.
Equipment for artifacts also has no odd flavour things, because they're just upgrades. Unlike the awkward moment when you have a wall equipped with a battering ram, attaching a swivel-chair to the top of a Darksteel Colossus is just funny, not improbably.
Also Riggers are the (W/U)'s R splinter, are they not?
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You guys posted like eight things while I was typing that. I had to have about six different tabs open to get all the quotes and had to refresh this thread over and over to keep up.
So, are we going with "artifact equipment" for contraptions? (This includes artifact creatures, right?)
Anyway, as for riggers, I think they can just be creatures with abilities pertaining to contraptions, just like the Kor dealt with equipment in zendikar. Some tutor, some assemble, etc.
Or: we could change the name of the "attach" action to something else (enhance, upgrade, whatever) and give riggers "assemble" abilities that search for contraptions and put them onto the battlefield.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Just kidding; I like how we're going with this. Artifact equipment isn't the most ingenious method but it's going to be cool and very steampunk, what with you sticking different pieces of artifacts together.
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How can we make Contraptions more original? And I apologize for not raising the best ideas myself, but I have to play devil's advocate. "Equipment for artifacts" is fine, but there has to be a spin we can put on that.
Or: we could change the name of the "attach" action to something else (enhance, upgrade, whatever) and give riggers "assemble" abilities that search for contraptions and put them onto the battlefield.
Reading this made me realize that "equipment for artifacts" feels more like upgrades than contraptions. Honestly, the "attaching noncreature artifacts to contraptions" idea fits the feel of a contraption a lot better...
How can we make Contraptions more original? And I apologize for not raising the best ideas myself, but I have to play devil's advocate. "Equipment for artifacts" is fine, but there has to be a spin we can put on that.
We shall fight to the death
Ok, what if contraptions always gave their abilities to the mother artifact.
Golden Gear Generator(2/W)
Artifact - Contraption
At the beginning of your upkeep, you gain one life.
Assemble 1(Attach to target artifact. That artifact gains all of this card's abilities.)
Grindstone Gearbox(2/U)
Artifact - Contraption T: Target player puts the top 2 cards of his or her library into his or her graveyard.
Assemble 1(Attach to target artifact. That artifact gains all of this card's abilities.)
Steam Generator2
Artifact - Contraption T: Add 2 to your mana pool.
Assemble 2(Attach to target artifact. That artifact gains all of this card's abilities.)
Explosive Component(2/R)(2/R)
Artifact - Contraption
Sacrifice ~: ~ deals damage to target creature or player equal to the number of contraptions attached to it.
Assemble 2(Attach to target artifact. That artifact gains all of this card's abilities.)
Twiddling Drive(2/U)(2/U)
Artifact - Contraption
Whenever ~ becomes untapped, tap target permanent.
Assemble 3(Attach to target artifact. That artifact gains all of this card's abilities.)
The best part of the ability? If you stack contraptions, they give each artifact they're attached to the same abilities! Now we're talking rube goldberg. You can string together a bunch of contraptions for a giant machine of awesome effects.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Ok, what if contraptions always gave their abilities to the mother artifact.
Golden Gear Generator(2/W)
Artifact - Contraption
At the beginning of your upkeep, you gain one life.
Assemble 1(Attach to target artifact. That artifact gains all of this card's abilities.)
Grindstone Gearbox(2/U)
Artifact - Contraption T: Target player puts the top 2 cards of his or her library into his or her graveyard.
Assemble 1(Attach to target artifact. That artifact gains all of this card's abilities.)
Steam Generator2
Artifact - Contraption T: Add 2 to your mana pool.
Assemble 2(Attach to target artifact. That artifact gains all of this card's abilities.)
Explosive Component(2/R)(2/R)
Artifact - Contraption
Sacrifice ~: ~ deals damage to target creature or player equal to the number of contraptions attached to it.
Assemble 2(Attach to target artifact. That artifact gains all of this card's abilities.)
Twiddling Drive(2/U)(2/U)
Artifact - Contraption
Whenever ~ becomes untapped, tap target permanent.
Assemble 3(Attach to target artifact. That artifact gains all of this card's abilities.)
The best part of the ability? If you stack contraptions, they give each artifact they're attached to the same abilities! Now we're talking rube goldberg. You can string together a bunch of contraptions for a giant machine of awesome effects.
Other than Explosive Component, those don't give the player any incentive to Assemble, unless I misunderstood them some how. If we do decide to go in this direction, we should make them more similar to Explosive Component rather than to the others.
Edit: Wait a minute do the contraptions abilities continue to trigger even after they're "Assembled"? If so then that's a really good idea.
Other than Explosive Component, those don't give the player any incentive to Assemble. If we do decide to go in this direction, we should make them more similar to Explosive Component rather than to the others.
Really? I think they all give pretty good incentives. Again, each grants its power to the rest of the chain before it. Get a few together, and Steam Generator can give you tons of mana. Make a chain with Grindstone and Twiddling drive and you mill them and tap then down at the same time.
These are only examples of course, but I feel like this mechanic has a lot of potential. It captures the flavor well, has a lot of interesting interactions, and encourages you to play lots of contraptions without being parasitic.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Those are a good idea, but I would rather have like:
Steam Generator3
Artifact - Contraption T: Add 2 to your mana pool.
Whenever assembled artifact becomes tapped, add 1 to your mana pool.
Assemble 2
Because otherwise, adding abilities means you will end up clashing costs and not wanting to attach multiple to something because it's a waste of time, meaning you get less of that 'build a giant machine out of this' feel. Now, if you add two steam generators, you produce double the power! Makes sense, no?
EDIT: Just saw MOON-E's newest post: It makes more sense to attach all your contraptions to one thing rather than attach them to each other. :| If you add two steam generators to a Darksteel Colossus, then one of them's going to be useless through your cards.
Also Steam Generator's slightly broken.
Also does it mean that the assembled-to artifact gets the Assemble ability? ._.
Just saw MOON-E's newest post: It makes more sense to attach all your contraptions to one thing rather than attach them to each other. :|
Is there a reason you feel this way? It makes perfect sense to me to attach your contraptions in a chain. Plus, having the mechanic work this way makes them simpler.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Jumping off of Ninja Caterpie's Steam Generator...
What if "Contraption" isn't a card subtype, but refers to a single mass of attached artifacts? That is to say, artifacts with "assemble" attach to each other -- not one to another -- and are treated as a unit (and there are certain cards that can interact with the entire Contraption, at a cost). An artifact with "assemble" would have an ability set aside which it gives to the Contraption -- and the Contraption taps as a unit, attacks as a unit (if an artifact creature is involved), etc.
Jumping off of Ninja Caterpie's Steam Generator...
What if "Contraption" isn't a card subtype, but refers to a single mass of attached artifacts? That is to say, artifacts with "assemble" attach to each other -- not one to another -- and are treated as a unit (and there are certain cards that can interact with the entire Contraption, at a cost). An artifact with "assemble" would have an ability set aside which it gives to the Contraption -- and the Contraption taps as a unit, attacks as a unit (if an artifact creature is involved), etc.
I was originally thinking of something like this, but it felt too complex. Once you start referring to a group of things, we start having problems. What happens if one of the components has hexproof, can I target it? If I untap one part, do the rest untap? It seems like it'd get very hairy.
The alternative is to exile the attached artifacts and have them return Champion style. This solves the problem of having multiple permanents act as a whole, but creates the problem of not being able to target specific parts of the machine, which may or may not be a problem in the first place. The main reason I wanted to stay away from this though is that it seems rather complex and I wanted to keep the mechanic as simple as possible.
Edit: Wait a minute do the contraptions abilities continue to trigger even after they're "Assembled"? If so then that's a really good idea.
Yes, that was the intent. If I attach a steam generator to the end of the contraption, it keeps its abilities and gives them to each component that comes before it.
(Yes, the power level is probably too high, it's just an example.)
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Really? I think they all give pretty good incentives. Again, each grants its power to the rest of the chain before it. Get a few together, and Steam Generator can give you tons of mana. Make a chain with Grindstone and Twiddling drive and you mill them and tap then down at the same time.
These are only examples of course, but I feel like this mechanic has a lot of potential. It captures the flavor well, has a lot of interesting interactions, and encourages you to play lots of contraptions without being parasitic.
I'm sorry, I misunderstood what they did. They're pretty good.
Having said that, I think Ninja Caterpie's idea is the way to go. It allows for both the ability to have the Contraptions be usable on their own while giving incentive to assemble. Also since the Contraptions can still tap independently of the artifact they're attached (basing this off of Second Wind) they should create interesting "rube goldberg"-esque situations
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Archester: Frontier of Steam
[Steam]
Mechanics
---
Color Group Mechanics:
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Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
When you frame it like that, I just look kind of silly for suggesting it in the first place :embarrass:. You're 100% right.
My issue with it isn't its coolness. I just think it's the same design space as Equipment and not particularly new. You might as well make Equipment with the ability "attach to target artifact you control" with a small Rules rewrite.
Creatures: 50
Noncreatures: 51
Canid Sentry 3WW
Creature - Hound Soldier (C)
~ has vigilance as long as you control an artifact.
To many in the Brass City, canids can fill only one position: watch dog.
3/4
Frontier Sheriff 1W
Creature - Human Soldier (C)
Steam-powered—:sym2w:, :symtap:: Tap target creature. If only colorless mana spent to activate this ability, that creature doesn't untap during its controller's next untap step.
1/2
Porcelain City Patrol 3W
Creature - Bird Soldier (C)
Flying
"Only the most tuned of sprocket and pure of heart are permitted to walk the marbled streets of the Porcelain City. The aven see to it."
--Tulia Kriston, Brass City steamstress
3/2
Elidaveth's Guard 2.0 1W
Creature - Bird Soldier (C)
Flying
~ gets +1/+1 for each component you control that's attached to a artifact you control.
1/1
Guard-in-a-Box :1mana::sym2w:
Artifact Creature - Soldier Construct (C)
First strike
Steam-powered—You may cast ~ as though it had flash. Spend only colorless mana to cast ~ this way.
2/1
Chipper Assistant 3W
Creature - Hound Artificier (C)
When ~ enters the battlefield, you may search your library for a Component card, reveal it, put it into your hand, then shuffle your library.
"You got it boss, Comin' right up!"
2/3
Clockwork Lion
Artifact Creature - Cat Construct (C)
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
Mechanical ticking and purring make the lions of the frontier fearsome even at rest.
1/0
Nature's Keykeeper 2W
Creature - Elf Artificer Druid (C)
Vigilance
:symtap:: Untap target artifact creature. Put a +1/+1 counter on that creature.
1/2
The artificer druids work relentlessly to keep nature from winding down, an unwinnable race against the technology of Archester.
Mechanical Falcon :2mana::sym2w:
Artifact Creature -Bird Construct (C)
Flying
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
1/1
Clockwork Bison :2mana::sym2w::sym2w:
Artifact Creature - Ox Construct (C)
Trample
Clockwork 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Revoke Existence 1W
Sorcery (C)
Exile target artifact or enchantment.
"I shall not stand for such uncouth behavior in my court! We shall not settle our disputes like Midland heathens!"
--Isinaac Prachet, the "Exiling Judge"
Protective Custody 1WW
Enchantment - Aura (C)
Enchant creature or planeswalker
Enchanted permanent's activated abilities can't be activated. If enchanted permanent is a creature, it can't attack or block.
Patriot Agenda
Instant (C)
Choose target creature. If W was spent to cast ~, you may choose another target creature. If WW was spent to cast this, you may choose a third target creature. Those creatures gain protection from artifacts or from the color of your choice until end of turn.
Sheriff's Warning W
Instant (C)
Tap target creature. That creature doesn't untap during its controller's next untap step. If a card named ~ is your graveyard, exile that creature instead.
"This is your first and only warning."
--Every Frontier Sheriff on Archester
Promising Youth U
Creature - Human Artificier (C)
:sym2u:: Look at the top card of your library. You may put it into your graveyard. If an artifact card is put into your graveyard this way, put a +1/+1 counter on ~.
0/1
Share with me your knowledge and I shall share with you my strength.
Engineer's Assistant :sym2u::sym2u:
Artifact Creature - Artificer Construct (C)
When ~ enters the battlefield, you may attach target Component you control to target non-Component artifact you control.
2/2
(Proper Name) Aristocrat 2U
Creature - Human (C)
As long as ~ is untapped, it has shroud.
As long as ~ is tapped, it's unblockable.
2/2
Merchant Airship :3mana::sym2u:
Artifact Creature - Construct (C)
Steam-powered— When ~ enters the battlefield, draw a card, then discard a card unless only colorless mana was spent to cast it.
Flying
3/2
Shabby Automaton :2mana::sym2u:
Artifact Creature - Construct
~ enters the battlefield tapped and doesn't untap during its controller's untap step.
:1mana:: Untap ~. Spend only colorless mana to activate this ability.
2/4
Steam Manipulator 1U
Creature - Human Wizard (C)
U, :symtap:: Add 2 to your mana pool.
1/1
"Ashes to ashes, water to steam"
Lazy Pirates 4U
Creature - Human Pirate Soldier (C)
~ can't attack unless defending player controls an artifact.
~ can't block unless you control an artifact.
"We'll get up to protect the captain's treasure. We'll get up to retrieve the captain's new treasure. If you have neither, you'd best keep moving."
5/5
Mana Purification 1U
Enchantment - Aura (C)
Enchant land
When ~ enters the battlefield, draw a card.
If enchanted land would add colored mana to a player's mana pool, it adds colorless mana instead.
Unwind-Up 2U
Instant (C)
Choose one--tap target artifact or creature, then remove a counter from it; or untap target artifact or creature, then give it a counter of a kind already on it.
Chancellor's Conscription U
Enchantment - Aura (C)
Enchant creature
Enchanted creature's controller may choose not to untap enchanted creature during his or her untap step.
Whenever enchanted creature becomes untapped, return it and ~ to their owners' hands at end of turn.
Turn to Steam 2UU
Instant (C)
Counter target spell. Add 2 to your mana pool.
Let's see if we can put that to good use.
Chancellor's Deal IV UU
Instant (C)
Counter target spell unless its controller pays 2. They may only spend colorless mana.
Even the rich can be swayed by the sounds of money and gears.
Contemplate
Sorcery (C)
Look at the top 3 cards of your library. For each U spent to cast ~, put one of those cards into your hand, then put the rest back on top in any order.
Scholarly Debate :1mana::sym2u:
Art Description: Two engineers are shouting at each other, while a third looks befuddled staring at the blackboard in the background with a highly complex set of equations written on it.
Mood: They'll argue till they're blue in the face.
Instant (C)
Steampowered - Tap up to two target creatures. If only colorless mana was spent to cast this spell, those creatures don't untap during their controller's next untap step.
Not all engineers see eye to eye.
Maverick Bigshot 3BB
Creature - Human Spellslinger (C)
4B, :symtap:, Discard a card: Target creature gets -5/-5 until end of turn. If an artifact card wasn't discarded this way, destroy ~.
2/2
Manufactory Wraith 2BB
Creature - Wraith (C)
Swampwalk
When ~ dies, each player sacrifices a land.
Most manufactory owners can't stand them... until they try to get rid of them.
3/2
Defense Lawyer 1B
Creature - Human Advisor (C)
~ can't block unless a land card is in your graveyard.
I think our mild leak is hardly worth discussing in the wake of that horrible explosion they're about to suffer..." -- Rodfred Wenroth, Manufactory owner
2/2
Steamy Industrialist 2B
Creature - Human Shaman (C)
:symtap:, Pay 1 life: Add 2 to your mana pool.
Sacrifice a land: Untap ~. Activate this ability only once each turn.
1/1
Boiler Shade 1B
Creature - Shade (C)
Steam-powered -- :sym2b:: ~ gets +1/+1 until end of turn. Then if only colorless mana was spent to activate this ability, it gains flying until end of turn.
They haunt the boilers and furnaces of the manufactories in which they worked and died.
1/1
Casket Constructor 2B
Creature - Human Spellslinger (C)
2B, :symtap:, Discard a card: Return a creature card from your graveyard to your hand. If an artifact card was discarded this way, return up to two creature cards instead.
2/2
Hired Gun
Artifact Creature - Mercenary Construct (C)
When ~ enters the battlefield, if B was spent to cast it, you lose 2 life.
2/1
Whoever said good help is hard to find has never had to deal with bad help.
Viashino Voodoo Queen 3B
Creature - Viashino Spellslinger
1B, :symtap:, Discard a card: Each other player loses 2 life. If an artifact card was discarded this way, you gain life equal to the life lost this way.
3/3
"Trust me, I know what I'm doing..."
Unrenewable Resources 2B
Enchantment - Aura (C)
Enchant land
Whenever enchanted land becomes tapped, its controller sacrifices it and adds 2 to his or her mana pool.
These Flats were farms one day, manufactories the next. It's high time the land took itself back."
--Terent Livinton, Ex-Flats farmer
Strike It Rich B
Sorcery (C)
As an additional cost to cast ~, sacrifice a land.
Add 3 to your mana pool.
Quick Draw 1B
Instant (C)
Target creature gains deathtouch and first strike until end of turn.
"Draw."
Soul Leak 1B
Sorcery (C)
Destroy target creature unless its controller pays 3.
"Your servant seems to have sprung a leak there, Henrid."
--Andony Carnigig, the "Robber" Baron
Lost in the Desert
Instant [Common]
Tap target creature. That creature gets -1/-1 for each B spend to cast ~.
“You’d hafta be near as strong as one o’them frontiersmen to stand a chance of survivin’ a week out there, much less a night.”
--Kertus Urap, Proprieter of Kertus’ Saloon
Change the Contract 2B
Sorcery (C)
Target opponent discards a card. Then that player reveals his or her hand. You choose a nonland card from it. That player discards that card.
"That's not what it says here..."
--Andony Carnigig, the "Robber" Baron
Shatterstick Gremlin :1mana::symr:
Creature - Gremlin Artificier (C)
When ~ enters the battlefield, destroy target artifact.
1/1
Maverick Provoker :3mana::symr:
Creature - Minotaur Spellslinger (C)
:symr:, :symtap:, Discard a card: Target creature attacks this turn if able. If an artifact card was discarded this way, untap ~.
A taurox never charges on a turned back... they shoot first.
3/3
Viashino Splinterpainter 3.0 :4mana::symr:
Creature - Viashino Spellslinger (C)
:1mana::symr:, :symtap:, Discard a card: Target creature gains intimidate until end of turn. If an artifact card was discarded this way, that creature gets +3/+0 until end of turn.
Making your friends scary and dangerous the quick way... Priceless.
4/2
Steamtongue Viper :1mana::sym2r:
Artifact Creature - Snake Construct (C)
First strike
:sym2r:: ~ gets +1/+0 until end of turn.
1/1
Scrapyard Looter :1mana::sym2r:
Artifact Creature - Rogue Construct (C)
:symtap:: Draw a card, then discard a card.
One man's trash is another trash's treasure.
1/1
Marshall Bigshot :3mana::symr::symr:
Creature - Human Spellslinger (C)
:4mana::symr:, :symtap:, Discard a card: ~ deals 4 damage to target creature or player. If an artifact card wasn't discarded this way, destroy ~.
2/2
Canid Lightpack
Creature - Hound Scout (C)
~ gets +1/+1 and has haste as long as an artifact card is in your graveyard.
"The trappings of society can only slow me down."
1/1
Gremlin Mischief :1mana::symr:
Instant (C)
As an additional cost to cast ~, sacrifice an artifact.
Put X 1/1 red Gremlin creature tokens onto the battlefield, where X is the sacrificed artifact's converted mana cost.
Round on the House :3mana::sym2r::sym2r:
Sorcery (C)
Creatures you control get +3/+0 until end of turn and don't untap during your next untap step.
"Tonight, it’s on me. Tomorrow, it’ll be all them.”
—Kertus Urap, Proprieter of Kertus’ Saloon
Steam Release :3mana::symr:
Instant (C)
~ deals damage to target creature equal to the number of artifact cards in all graveyards.
A well timed release of steam can mean the difference between living and dying in the Midlands.
Explosive Delivery 3.0 :2mana::symr:
Sorcery (C)
You may have target player gain control of an artifact you control. If you do, that artifact deals 5 damage to that player or target creature that player controls.
"Let's have a blast!"
--Package inscription
Recycle :1mana::symr:
Sorcery (C)
Put two random artifact cards from your graveyard on top of your library.
Buckshot
Instant (C)
~ deals X damage to target creature or player, where X is 1 plus the amount of spent to cast ~.
"I ain't never met a problem that couldn't be solved with a bullet or three."
--Allester Marshall, Marshalls gang leader
Manufactory Fire 2.0 :2mana::symr::symr:
Sorcery (C)
Destroy target artifact or land. ~ deals 2 damage to target creature with the same controller.
"Lock the doors. We wouldn't want them to leave work early."
--Rodfred Wenroth, Manufactory owner
Arbor-er Elf :1mana::symg:
Creature - Elf Druid (C)
:symtap:: Untap target land you control.
1/2
Frontier Explorer :2mana::symg::symg:
Creature - Human Scout (C)
When ~ enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library.
2/2
Alloy Jumper :3mana::symg:
Creature - Dryad (C)
~ can't be blocked by artifact creatures or equipped creatures.
When pollution and industry started killing off the trees, the dryads found more sturdy things to attune themselves with.
3/3
Taurox Emptyhand :1mana::symg:
Creature - Minotaur Scout (C)
As an additional cost to cast ~, target opponent gains control of target artifact you control.
"Strength does not come from carrying one's things around, but from giving them away."
--Big Horn, Gangleader
3/3
Elvish Warrior :symg::symg:
Creature - Elf Warrior (C)
"My tales of war are the stories most asked for around the fires at night, but they're the ones I care least to tell"
2/3
Clockwork Ursine
Artifact Creature - Bear Construct (C)
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.)
When ~ enters the battlefield, draw a card.
0/0
Clockwork Sandwurm :3mana::sym2g::sym2g:
Artifact Creature - Wurm Construct (C)
Clockwork 6 (This creature enters the battlefield with six +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.)
When the desert starts to shake beneath your feet, run.
0/0
Clockwork Arachnid :2mana::sym2g:
Artifact Creature - Spider Construct (C)
Reach
Clockwork 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
Building a web may seem silly, but only the spiders catch prey unwound.
0/2
Lifeweaver :2mana::symg:
Creature - Elf Shaman (C)
Whenever another creature enters the battlefield under your control, you may pay :symg:. If you do, put a +1/+1 counter it.
2/2
Survival of the Strongest :2mana::symg:
Sorcery (C)
Target creature you control fights another target creature. At the beginning of the next end step, put a +1/+1 counter on each of those creatures.
Nature's Resolve
Sorcery (C)
Destroy target artifact or enchantment.
Soul's Might :4mana::symg:
Sorcery (C)
Put X +1/+1 counters on target creature, where X is that creature's power.
"Once in a blue moon, a lowly clockwork beast will fight back against civilization with the primal might of the long extinct creature it mimics."
--Willar Waston, Frontiersman
Frontier Expedition
Sorcery (C)
Search your library for a basic land card, reveal it, then shuffle your library and put it on top. If was spent to cast ~, you may put it into your hand instead. If :symg::symg: was spent to cast this, you may put it onto the battlefield tapped instead.
Moon-E's New Manifesto :1mana::symg:
Enchantment - Aura
Enchant creature
:sym2g:: Enchanted creature gets +1/+1 until end of turn. If this is the third time this ability has resolved this turn, enchanted creature gains trample until end of turn.
Assembly-Worker
Artifact Creature - Assembly-Worker (C)
:symtap:: Target Assembly-Worker creature gets +1/+1 until end of turn.
2/2
Clockwork Boarhog
Artifact Creature - Boar Construct (C)
Intimidate
Clockwork 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Clockwork Scorpid
Artifact Creature - Scorpion Construct (C)
Deathtouch
Clockwork 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Clockwork Condor
Artifact Creature - Bird Construct (C)
Flying
Clockwork 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.)
0/0
Scrapdigger
Artifact Creature - Construct (C)
When ~ enters the battlefield, you may return target artifact card from your graveyard to your hand.
2/2
Junk Collector
Artifact Creature - Construct (C)
~ gets +1/+1 for each artifact attached to it.
In their search for discarded machinery to maintain their own mechanisms, junk collectors will settle for any parts they can get their hands on. Or their pincers. Or their grapplers. Or their...
1/1
Not-A-Myr
Artifact Creature - Construct (C)
:symtap:: Add to your mana pool.
1/1
Steel Wall
Artifact Creature - Wall (C)
Defender
"I believe we're thinking too hard about this. A nuisance as simple minded as the outlaws requires an equally simple answer."
0/4
Magnetic Golem
Artifact Creature - Golem (C)
Whenever a player casts an artifact spell, that player gains control of ~.
3/3
Crumbling Boiler
Artifact (C)
When ~ enters the battlefield, draw a card.
Exile ~ from your graveyard: Add to your mana pool.
Expedition Map
Artifact (C)
:2mana:, :symtap:, Sacrifice ~: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Timed Explosive
Artifact (C)
At the beginning of your end step, put a tick counter on ~ unless you pay :1mana:.
When ~ has three or more tick counters on it, sacrifice it. If you do, it deals 3 damage to target creature.
Golden Ring
Artifact (C)
Whenever you cast a white spell, you gain 2 life.
:symtap:: Add to your mana pool.
The pricetag isn't just for materials.
Silver Ring
Artifact (C)
Whenever you cast a blue spell, look at the top card of each player's library.
:symtap:: Add to your mana pool.
The luster doesn't only reflect light.
Leaden Ring
Artifact (C)
Whenever you cast a black spell, target opponent loses 1 life.
:symtap:: Add to your mana pool.
The weight isn't a design flaw.
Iron Ring
Artifact (C)
Whenever you cast a red spell, target creature can't block this turn.
:symtap:: Add to your mana pool.
The rust isn't just oxidation.
Copper Ring
Artifact (C)
Whenever you cast a green spell, target creature gets +1/+1 until end of turn.
:symtap:: Add to your mana pool.
The verdigris isn't just a reaction to pollution.
Coveted Seeing Stone
Artifact (C)
Whenever a creature deals combat damage to you, that creature's controller gains control of ~.
Your opponents play with their hands revealed.
Even with its vision, most don't see it coming.
Animation Wires
A blazing furnace with some out of place wires clipped on it's side punches out a man carrying firewood. In the background you see another person smiling.
Focus: The man's terrified and disbelieving face.
Artifact- Component (C)
Upgraded artifact is a 3/3 artifact creature.
Upgrade
Suddenly, Tinkerson Home Furnace Model #13876SQ4 was filled with a burning rage.
Windup Key II
Artifact - Component (C)
Upgraded artifact has ":1mana:, : Choose a counter on this permanent. Put another of those counters on it."
Upgrade
Glaring Headlight
Artifact - Component (C)
Upgraded artifact has ":2mana:, :symtap:: Tap target non-artifact creature."
Upgrade
Builder's Plate 2
Artifact - Component (C)
Whenever Upgraded artifact is put into its owner's graveyard, draw a card.
Upgrade 2
Oiled Gears 1
Artifact - Component (C)
Upgraded artifact untaps during each player's untap step.
Upgrade 1
Steston Hat 3
Artifact - Equpiment (C)
Equipped creature gets +1/+1 and has intimidate.
Equip 2
"Watch out for that guy, he's the Boss of the Midlands."
Mechanic's Wrench 1
Artifact - Equipment (C)
Equipped creature gets +2/+0 and has "1, :symtap:: Untap target artifact."
Equip 1
Improvised Propulsion System
Artifact - Equipment (C)
Equipped creature has flying and haste.
Equip
Sunsoaked Flats
Land (C)
:symtap:: Add 1 to your mana pool.
,T: Add W or 2 to your mana pool.
It gets so hot that the wheat that grows here practically bakes itself.
Simmering Coastline
Land (C)
:symtap:: Add 1 to your mana pool.
,T: Add U or 2 to your mana pool.
Though many have tried, none have been able to replicate the power of the ocean itself.
Sludge Pit
Land (C)
:symtap:: Add 1 to your mana pool.
,T: Add B or 2 to your mana pool.
The sludge found here is used for many industrial purposes, such as heavy duty adhesive, cheap fuel, and in some extreme cases, dietary supplements.
Natural Furnace
Land (C)
:symtap:: Add 1 to your mana pool.
,T: Add R or 2 to your mana pool.
Rocky formations around Archester seem to suggest that the plane itself is trying to industrialize.
Steamy Rainforest
Land (C)
:symtap:: Add 1 to your mana pool.
,T: Add G or 2 to your mana pool.
Some forests are good for more than just lumber and land.
Creatures: 32
Noncreatures: 28
Frontier Medic 1WW
Creature - Human Spellslinger (U)
:symw:, :symtap:, Discard a card: Prevent the next 3 damage that would be dealt to target creature. If an artifact card was discarded, put a +1/+1 counter on that creature for each damage prevented this way.
2/2
Frontier Recylcer 3.0 2W
Creature - Bird Artificer (U)
Flying
Steam-powered--:sym2w::sym2w:, :symtap:: Return target noncreature artifact or enchantment card from your graveyard to your hand. If only colorless mana was spent to activate this ability, return that card to the battlefield instead.
1/3
Sauna Officer 1W
Creature - Human Cleric (U)
Whenever you add colorless mana to your mana pool, you may gain that much life.
2/1
"There's nothing like the healing power of steam."
Weldbot III (2/W)(2/W)
Artifact Creature - Construct (U)
:symtap:, Sacrifice ~: Choose one - ~ deals 2 damage to target attacking or blocking nonartifact creature; or regenerate target artifact.
2/2
[Western Elves] Flockwinder 2WW
Creature - Elf Artificer Druid (U)
Steam-powered--:sym2w:, :symtap:: Put a 0/0 white Sheep Construct artifact creature token with "Clockwork 1" onto the battlefield, then if only colorless mana was spent to activate this ability, put an additional +1/+1 counter on that creature.
2/2
Clockwork Stallion (2/W)(2/W)
Artifact Creature - Horse Construct (U)
Clockwork 2 (This enters the battlefield with two +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.)
First strike
2/0
Oscillating Glory 2WW
Instant (U)
Put a +1/+1 counter on each creature you control, then gain X life, where X is the number of +1/+1 counters on permanents you control.
"A tick problem? Yes, in a way..."
--Willar Waston, Frontiersman
Rehabilitating Sentence 1W
Instant (U)
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
"They say a night in the Midlands can change a man. Let's see what a week can do for you."
--Isinaac Prachet, the "Exiling Judge"
Restore to Brilliance (2/W)(2/W)(2/W)
Sorcery (U)
Return target artifact card from a graveyard to the battlefield under your control.
Trinket Mage 2U
Creature - Human Wizard (U)
When ~ enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
2/2
Bookkeeper's Messenger (2/U)(2/U)
Artifact Creature - Construct (U)
Flying
Sacrifice ~: Draw a card.
2/2
Master of Contraptions 1UU
A man stands in a busy factory. He holds a tool in one hand as he leans against the most ridiculously awesome steampunky thing ever.
Focus: genius at rest
Creature- Human Artificer (U)
Components you cast cost 1 less.
Upgrade costs you activate cost 1 less.
The training to be a head artificer is so difficult, to teach a student to make bolts, they give the class a paper with forty-eight different ways to make a bolt. Those students must figure out which three actually work or fail within the hour.
2/2
Terratech Cartographer 2U
Creature - Human (U)
:symtap:: Target land becomes the basic land type of your choice until end of turn. If that land was nonbasic, untap ~.
"My maps are never wrong. I'll be sure of it..."
2/2
Steam Elemental 3UU
Creature - Elemental (U)
Flying
Steam powered - (2/U)(2/U): Target creature is unblockable until end of turn. If only colorless mana was spent to activate this ability, that creature gains shroud until end of turn.
3/3
Burst of Steam UU
Sorcery (U)
Until the beginning of your next upkeep, if a player taps a land for mana, it produces colorless mana instead of any other type.
"We need to focus our production."
Steam Dream :2mana::sym2u::sym2u:
Sorcery (U)
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Cast in Steel 1UU
Enchantment - Aura (U)
Enchant permanent
Enchanted permanent is an artifact. (It loses all other types.)
"Despite what others claim, I too believe the beasts of the wilds have a place in this world. That place is as trophy statue in my garden."
-Someone important
Steam Geyser :sym2u::sym2u::sym2u:
Instant (U)
Return up to two target nonland permanents to their owners' hands.
Necrotech Prodigies II :4mana::symb:
Four dead men lay before a shovel wielding young blue collar man. There is a cart behind him, with a high class young woman pulling it.
Focus: The look of love on their faces
Creature - Human Artificer (U)
When ~ enters the battlefield, put a 2/2 black Zombie artifact creature token onto the battlefield for each land card in each graveyard.
2/2
Their lust for knowledge is as forbidden as their love.
Desert Gearbones 2.0 :1mana::sym2b:
Artifact Creature - Skeleton Construct (U)
:sym2b:: Return ~ from your graveyard to your hand.
2/1
Even an incomplete skeleton is terrifying when the macabre network of rusted tools and sinew strung pulleys it uses to constantly reconstruct itself are considered.
Corrupted Machinery :3mana::sym2b::sym2b:
Artifact Creature - Horror Construct (U)
:sym2b:, Sacrifice a land: Regenerate ~.
6/3
Steam Fiend :1mana::sym2b:
Artifact Creature - Horror (U)
Flying
Whenever you cast a spell or activate an ability with only colorless mana, ~ gets +2/+2 until end of turn.
1/1
Scrapyard Surveyor :3mana::symb:
Creature - Bird Rogue (U)
Flying
Whenever an artifact is put into a graveyard from the battlefield, you may have target player loses 1 life and you gain 1 life.
2/2
Snake Oil Salesman
Creature - Human Spellslinger (U)
:symb:, :symtap:, Discard a card: Each opponent discards a card. If you discarded an artifact card this way, each opponent loses life equal to the converted mana cost of the card he or she discarded. Activate this ability only at any time you could cast a sorcery.
Those who purchase rainwater as pricey "medicine" are the lucky ones.
1/1
Necrotech Harvest (Formerly Zombfog) :1mana::sym2b::sym2b:
Sorcery (U)
Target player sacrifices a nonartifact creature.
Steam Powered -- If only colorless mana was spent to cast ~, return that creature to the battlefield under your control.
Cheating at cards v3.2 :1mana::symb:
Instant (U)
Until end of turn, whenever you discard a card, exile it. At the beginning of the end step, return each card exiled this way to your hand.
Draw a card.
Demonic Dividends :sym2b::sym2b::sym2b:
Instant (U)
Target player draws 3 cards and loses 3 life.
Archester has no demons, so the business of brokering twisted deals fell to beings even more ruthless and less sympathetic.
Manic Gremlin
Creature - Gremlin (U)
:1mana::symr:, :symtap:: Destroy an artifact at random.
1/1
Marshall Quickhand
Creature- Human Spellslinger (U)
, Discard a card: ~ deals 1 damage to target creature or player. If an artifact card was discarded this way, ~ deals 2 damage instead.
Transgizmowhat? Sounds like ammo to me.
1/1
Viashino Steam-Spitter :1mana::symr::symr:
Creature - Viashino (U)
Steam powered - :sym2r:: ~ gets +1/+0 until end of turn. If only colorless mana was spent to activate this ability, it gets +2/+0 and gains trample instead.
2/3
Airdrop Airship :3mana::sym2r::sym2r:
Artifact Creature - Construct (U)
Flying
:2mana::symr:: You may have target player gain control of an another artifact you control. If you do, that artifact deals damage equal to its converted mana cost to that player or to target creature that player controls.
3/2
Taurox Scrapdiver :3mana::symr:
Creature - Minotuar (U)
As long as there's an artifact card in your graveyard, ~ has first strike.
As long as there's an artifact card in your opponent's graveyard, ~ has haste
As long as there are 5 or more artifacts in all graveyards, ~ has double strike.
3/3
Spellslinger's Creed :2mana::symr:
Enchantment (U)
Whenever you discard a card, ~ deals 2 damage to target creature or player.
Thirst for ___ :1mana::symr:
Sorcery (U)
Draw two cards. Then discard two cards unless you discard an artifact card.
The Mavericks are famed for their speed and ferocity in battle. Their ability to clean house leaves something to be desired.
Steam Blast :2mana::symr:
Sorcery (U)
~ deals 2 damage to each creature and each player.
Flame Javelin :sym2r::sym2r::sym2r:
Instant (U)
~ deals 4 damage to target creature or player.
Huge Cow :symg::symg::symg:
Creature - Beast (U)
The elves have developed a use for every part of the animal's body, a wondrous feat considering how many parts there are.
4/5
Veteran Trail Guide :2mana::symg::symg:
Creature - Human Scout (U)
:1mana::symg:, :symtap:: ~ fights target creature.
Don't you worry, I've wrestled just about everything in these jungles...
3/3
Taurox Reclaimer II :3mana::symg::symg:
Creature - Minotaur Warrior (U)
As long as an opponent controls more artifacts than you, ~ gets +3/+3.
"The city-dwellers are never satisfied with what they have. Their greed is their prison."
3/3
Clockstopper Druid
Creature — Elf Artificer Druid (U)
:1mana::symg:, :symtap:: Counter target activated or triggered ability from an artifact source.
1/1
Clockwork Rhinorn :4mana::sym2g::sym2g:
Artifact Creature - Rhino Construct (U)
Clockwork 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever this attacks or blocks, remove a +1/+1 counter from it at end of combat.)
Trample
A tightly wound rhinorn is often the first real danger frontiersmen face... and often the last.
4/0
Clockwork Constrictor :2mana::sym2g::sym2g:
Artifact Creature — Snake Construct (U)
Clockwork 4
:3mana::symg:: ~ gets +3/+3 until end of turn. Activate this ability only once each turn.
0/0
Recycle the Parts :3mana::symg:
Sorcery (U)
As an additional cost to cast ~, sacrifice an artifact.
Distribute a number of +1/+1 counters equal to the sacrificed artifact's converted mana cost among any number of target creatures.
Clockmaker's Blessing :1mana::symg::symg:
Enchantment (U)
Creatures with +1/+1 counters on them you control have haste and trample.
Swallowed by Nature III :sym2g::sym2g::sym2g:
Instant (U)
Destroy target artifact, enchantment, land or planeswalker.
Not everything that goes into the woods comes out.
Throttle Gnomes
Artifact Creature - Gnome (U)
Sacrifice ~: ~ deals 3 damage to target player.
3/1
Clockwork Slith
Artifact Creature-Slith (U)
Clockwork 2
Whenever Clockwork Slith deals damage to a player, put two +1/+1 counters on it.
0/0
Assembly Guardian
Creature - Assembly Worker (U)
:symtap:: Target Assembly-Worker creature gains +1/+1 and first strike until end of turn.
As soon as the gremlin attack alarm rings, they repurpose other workers for battle.
3/2
Assembly Oiler
Creature - Assembly-Worker (U)
:symtap:: Target assembly-worker creature gets +1/+1 and gains haste until end of turn.
2/1
Steam Battery
Artifact (U)
:2mana:: Put a charge counter on ~.
Remove a charge counter from ~: Add to your mana pool.
Steam Converter
Artifact (U)
:xmana:, :symtap:: Add to your mana pool.
Metallic Augmentation
Artifact (U)
:3mana:, : Put a +1/+1 counter on target creature. That creature becomes an artifact in addition to its other types.
Engineer's Toolbow 3.0
Artifact (U)
:symtap:: Add to your mana pool.
:symtap:: Untap another target artifact.
A source of infinite blueprints; a tool to help create them.
Awesome Longcoat
Artifact - Equipment (U)
~ is indestructible.
Equipped creature has shroud.
Equip
The Goggles II
Artifact - Equipment (U)
Whenever a player casts a spell using only colorless mana, equipped creature gets +X/+X until end of turn, where X is the converted mana cost of that spell.
Equip
Laser Pistol
Artifact - Equipment (U)
~ enters the battlefield with 3 charge counters on it.
Equipped creature has ":symtap:: Put a charge counter on ~" and ":symtap:, Remove a charge counter from ~: This creature deals one damage to target creature or player."
Equip
Self Destruct Button 2
Artifact - Component (U)
Sacrifice upgraded artifact: ~ deals X damage to each creature and each player, where X is the upgraded artifact's converted mana cost.
Upgrade
Fog Machine
Artifact - Component (U)
Upgraded artifact has shroud.
As long as upgraded artifact is a creature, it is unblockable.
Upgrade
Emergency Ejector
Artifact - Component (U)
:sym2u:: Return upgraded artifact to its owner's hand.
Upgrade
UL01 – Land,
Cyrus' Factory
Land (U)
:symtap:: Add to your mana pool.
:4mana:, :symtap:: Search your library for an Assembly-Worker creature card. Shuffle your library and put that card on top.
Airship Assault :3mana::sym2w::sym2w:
Instant (R)
Put a 4/4 colorless Dreadnought artifact creature token with flying onto the battlefield.
Steam Powered - If only colorless mana was spent to cast ~, put three of those tokens onto the battlefield instead.
Cyran Redeemer
Creature - Elf Artificer Druid (R)
Whenever one or more +1/+1 counters are removed from a permanent you control, put that many +1/+1 counters on ~.
"I collect the discarded parts of our work. Their loss gives me strength."
1/1
Stuttering Blink :xmana::symw:
Instant (R)
Exile target creature you control then return that card to the battlefield. Repeat this process X more times. (You may choose a another creature each time.)
Brass Council Taxation Committee :1mana::symw::symw:
Creature - Human Advisor (R)
Nonartifact spells cost more to cast.
The activated abilities of nonartifact permanents cost more to activate.
"How can people governed by so many rules see themselves as 'free'?"
- Big Horn, gang leader
2/2
Academy Curator :1mana::symw:
Creature - Human Artificer (R)
When ~ enters the battlefield, put an artifact from your graveyard onto the battlefield with a study counter on it.
when ~ leaves the battlefield, sacrifice that artifact.
1/1
Out with the Old :3mana::symw::symw:
Sorcery (R)
Destroy each creature without a +1/+1 counter on it.
For nature to improve, outdated models must be disposed of.
Aren, Revered Inventor :2mana::symw::symw:
Legendary Creature - Bird Artificier (R)
Flying, Lifelink
~ gets +1/+1 for each component attached to an artifact you control.
Whenever ~ deals combat damage to a player, you may pay :sym2w:. If you do, search your library for a component card, reveal it, and put it into your hand. Then shuffle your library.
2/3
Ovius Serpent :4mana::symu::symu:
A sea serpent, dotted with rows of eyes on it's body, devours a falling airship. The serpent appears to be flying out of the water.
Focus: The open maw of the serpent
Creature - Serpent (R)
Steam-Powered - :sym2u::sym2u:: Target nonland permanent loses all abilities and ~ gains those abilities until end of turn. If only colorless mana was spent to activate this ability, this effect doesn't end at the end of turn.
The more it sees, the more it knows.
5/5
Steal Spell :3mana::symu::symu:
Enchantment - Aura (R)
Enchant Permanent
When ~ enters the battlefield, gain control of each permanent attached to enchanted permanent.
You control enchanted permanent.
Magnet Elemental :2mana::sym2u::sym2u:
Artifact Creature - Elemental (R)
When ~ enters the battlefield, gain control of each component and equipment that could be attached to it for as long as you control ~. Then attach those permanents to it.
3/3
Mass Production :xmana::xmana::symu:
Sorcery (R)
Put X tokens on the battlefield that are a copy of target non-creature artifact.
"By this time next year, we'll be able to equip an army!
Hammer and Nail :sym2u::sym2u::sym2u::sym2u:
An Assembly Worker swings a Rod of Ruin at a group of gremlins. mass casualties.
Sorcery (R)
Steam-powered-Search your library for up to two artifact cards, reveal them and put them in your hand. If only colorless mana was spent to cast this spell, put them onto the battlefield instead. Then shuffle your library.
There are always "shinies" to break. There are not always easy shinies to break.
A Grand Experiment
Artifact (R)
At the beginning of your upkeep, attach target component you control to ~.
Tap an untapped component attached to ~: Each player draws a card.
It was put on display in the village square so that all may learn from its intricacies.
Machine Legion Commander :3mana::symu:
Creature - Human Soldier (R)
~'s power and toughness are each equal to the number of artifacts you control.
Each noncreature artifact you control is an artifact creature with power and toughness each equal to its converted mana cost. (Components that are creatures can't Upgrade an artifact and Equipment that are creatures can't equip a creature.)
*/*
Macabre Taxidermist :2mana::symb::symb:
Creature - Human Artificer (R)
When ~ enters the battlefield, you may put target creature card from your graveyard onto the battlefield. That creature an artifact in addition to it's other types.
2/2
Corporate Machine :1mana::sym2b::sym2b:
Artifact (R)
:sym2b:, : You lose 1 life and draw one card.
Being corrupt has it's advantages.
Helldozer 2.0 :3mana::sym2b::sym2b::sym2b:
Artifact Creatue — Zombie Giant (R)
:sym2b::sym2b::sym2b:, :symtap:: Destroy target land. If that land was nonbasic, untap ~.
6/6
Frontier Bounty Hunter :1mana::symb::symb:
Creature - Human Spellslinger Rogue (R)
:4mana::symb:, :symtap:, Discard a card: Destroy target creature. If an Artifact card was discarded this way, return that creature to the battlefield under your control.
"This bounty hunter is my kind of scum, he always gets his man. Alive or dead." - ____, The Robber Baron
2/2
Smog Fiend :1mana::sym2b:
Aritfact Creature - Horror (R)
Flying
~ gets +2/+1 for each land card in your graveyard.
Steam powered - If only colorless mana was spent to cast ~, it has haste.
1/1
[Some black qualifier] Trader :3mana::symb:
Creature - Human Spellslinger (R)
:1mana::symb::symb:, :symtap:, Discard a card: Search you library for a card with converted mana cost X, reveal it, and put it into your hand, where X is the converted mana cost of the discarded card. If an artifact card was discarded this way, search you library for a card with converted mana cost up to X instead. Then shuffle your library. Activate this ability only any time you could cast a sorcery.
2/2
Search in the Landfill :2mana::symb:
Enchantment (R)
At the beginning of your upkeep, return target artifact card from your graveyard to your hand. You lose life equal to that card's converted mana cost.
"Our toxic waste disposal isn't compliant with the Brass Council regulations? Let's send it to the frontier, we might even sell it for a good price." - Some Robber Baron
Gremlin Propagation :1mana::symr::symr:
Sorcery (R)
Destroy target artifact, then put a 1/1 red Gremlin creature token onto the battlefield for each artifact card in all graveyards.
Big Horn Thunderhoof :3mana::symr:
Creature - Minotaur Warrior (R)
Whenever ~ attacks, you may pay for any number of target creatures. If you do, tap those creatures.
Steampowered - If only colorless mana was spent this way, ~ deals 2 damage to each of those creatures.
4/4
Trash for Treasure :2mana::symr:
Sorcery (R)
As an additional cost to cast ~, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
False Friends :1mana::symr:
a politician shakes hands with himself.
Instant (R)
Put a token that's a copy of target creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step.
The best friends are too often gone too soon.
Steam Storm Gamma :sym2r::sym2r::sym2r::sym2r:
Instant (R)
~ deals 5 damage to each creature and each planeswalker.
Steampowered - If only colorless mana was spent to cast ~, destroy each nonland permanent instead.
Triple-Trick Tony :2mana::symr::symr:
Creature - Human Spellslinger (R)
:sym2r:, :symtap:, Discard a card: ~ deals X damage to target creature or player, where X is 1 plus the amount of red mana spent to activate this ability. If an artifact card was discarded this way, untap ~.
"Y'all can take me outta the frontier, but y'all ain't never gonna take the frontier outta me."
2/2
Viashino Gambler :2mana::symr:
Creature - Lizard Spellslinger (R)
:symtap:, Discard a card: Flip a coin. If an artifact card was discarded this way, flip two coins instead. For each flip you win, draw a card. For each flip you lose, ~ deals 2 damage to target opponent.
His variation on the classic scam is "Heads I win, tails I punch you in the face".
2/2
Clockwork Monstrosity :xmana::sym2g:
Artifact Creature - Hydra (R)
Vigilance
Clockwork X
: Double the number of +1/+1 counters on ~.
0/0
Manaplasm :2mana::symg:
Creature — Ooze (R)
Whenever you cast a spell, ~ gets +X/+X until end of turn, where X is that spell's converted mana cost.
1/1
Chained Riledon :1mana::symg::symg::symg:
A behemoth beast pulls at the chains holding it to a massive laboratory table.
Creature- Beast (R)
Haste, Defender, Trample
If there are no artifacts on the battlefield, Chained Riledon loses Defender.
:1mana::symg:: destroy target artifact.
4/4
Clockwork Swarm :3mana::sym2g::sym2g:
Artifact Creature - Insect (R)
Clockwork 5
Whenever a +1/+1 counter is removed from ~, put two 0/0 green Insect artifact creature tokens with Clockwork 2 onto the battlefield.
0/0
Taurox Gardener :2mana::symg:
Creature - Minotaur Druid (R)
:xmana::sym2g:, Exile an artifact card from a graveyard: Put a X/X green Plant Hydra creature token on the battlefield.
2/3
Exponential Growth :2mana::symg::symg:
Instant (R)
Double the number of counters on each creature you control.
Nature's Revolt :1mana::symg:
Enchantment (R)
At the beginning of each player's precombat main phase, that player adds to his or her mana pool for each artifact his or her opponents control.
Iron-Wisp-E 4
Artifact Creature - Spirit (R)
Clockwork 3
Flying
Whenever a +1/+1 counter is removed from ~, exile target artifact card from a graveyard.
When ~ dies, put each card exiled with it onto the battlefield.
0/0
Steamcatcher-E 5
Artifact Creature - Construct (R)
Whenever ~ deals combat to a player, put two +1/+1 counters on it.
Remove a counter from ~: Add 1 to your mana pool.
2/2
Prime Assembly-Worker 6
Artifact Creature - Assembly-Worker (R)
T: Target Assembly-Worker gets +1/+1 and gains protection from all colors until end of turn.
5/5
Clockwork Devourer 6
Artifact - Construct Horror (R)
Clockwork X, where X is twice the number of artifacts in all graveyards.
As long as Clockwork Devourer has 5 or more +1/+1 counters on it, it gains trample and haste.
Whenever another creature dies, put X +1/+1 counters on each creature you control, where X is that creature's toughness.
*/*
Assembly Line 4
Artifact (R)
Steam-powered - 3, Sacrifice an artifact: Put two tokens onto the battlefield that are copies of another target artifact. If only colorless mana was spent to activate this ability, put four of those tokens onto the battlefield instead. Activate this ability only once each turn.
Mechanical Cane 3
Artifact - Equipment (R)
Steampowered - 1: Choose one - Equipped creature gains lifelink until end of turn, or equipped creature gains deathtouch until end of turn, or equipped creature gains "T: This creature deals one damage to target creature or player" until end of turn. Activate this ability only once each turn. If you paid only colorless mana to activate this ability, choose all three.
Equip 2
Crumbling Infrastructure 4
Artifact {R}
When ~ enters the battlefield, draw a card.
4, T: Put an Industry counter on target land. As long as it has an Industry counter on it, it is an artifact and has "T: Add 2 to your mana pool."
Sacrifice ~: Destroy all lands with Industry counters.
Renamed "Mizzium Morpher" 3
Artifact - Component (R)
When ~ enters the battlefield, choose another non-component artifact.
Upgraded artifact is a copy of the chosen artifact
Upgrade 3
Inventor's Toolkit 2 3
Artifact (R)
:1mana::sym2w::sym2w:, : Search your library for an component or equipment card, reveal that card, and put it into your hand. Then shuffle your library.
:sym2u:, : Attach target permanent you control that's attached to a permanent to another target permanent it could attach to.
Robber Baron's Contract 3
Artifact (R)
:sym2u::sym2u:, : Target player reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
:sym2b:, : Target player loses life equal to the number of land cards in each graveyard.
Looter's Satchel 3
Artifact (R)
:1mana::sym2b::sym2b:, : Return target creature or artifact card from your graveyard to your hand.
:1mana::sym2r:, : Discard a card, draw a card.
Frontiersman's Axe II 3
Artifact (R)
:2mana::sym2r::sym2r:, :symtap:: ~ deals 5 damage to target player. That player gains control of ~.
:sym2g:, : Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Actiavate this ability only if an opponent controls more artifacts than you.
Metalworker's Mallet 3
Artifact (R)
:sym2g::sym2g:, : Each creature you control gets +X/+X and gains trample until end of turn, where X is the number of +1/+1 counters on that creature.
:sym2w:, : Put a +1/+1 counter on target creature.
Nimbus Maze
Land (R)
T: Add 1 to your mana pool.
T: Add W to your mana pool. Activate this ability only if you control an Island.
T: Add U to your mana pool. Activate this ability only if you control a Plains.
To find its center is to find one's own.
Drainage Canal
Land (R)
T: Add 1 to your mana pool.
T: Add U to your mana pool. Activate this ability only if you control a Swamp.
T: Add B to your mana pool. Activate this ability only if you control an Island.
To wash away the filth and misery.
Sandstone Hideout
Land (R)
T: Add 1 to your mana pool.
T: Add B to your mana pool. Activate this ability only if you control a Mountain.
T: Add R to your mana pool. Activate this ability only if you control a Swamp.
Full to the brim of empty souls.
Charred Clearing
Land (R)
T: Add 1 to your mana pool.
T: Add R to your mana pool. Activate this ability only if you control a Forest.
T: Add G to your mana pool. Activate this ability only if you control a Mountain.
A casualty of progress.
Guided Thicket
Land (R)
T: Add 1 to your mana pool.
T: Add G to your mana pool. Activate this ability only if you control a Plains.
T: Add W to your mana pool. Activate this ability only if you control a Forest.
Not a root or leaf out of place.
Clockwork Colossus :3mana::sym2w::sym2w::sym2w:
Artifact Creature - Giant (M)
Clockwork 7
~ is indestructible
When ~ dies, destroy all nonland, nonartifact permanents.
0/0
Reach for Tomorrow :2mana::sym2u::sym2u::sym2u:
Sorcery (M)
Take an extra turn after this one.
Steam-powered - If only colorless mana was spent to cast ~, take two extra turns after this one instead.
Looks like the future happened sooner...
Darge Steamship :4mana::sym2b::sym2b:
Artifact Creature - Dreadnought (M)
Flying, haste
Steam-powered-When ~ enters the battlefield, if only colorless mana was spent to cast it, each player sacrifices a land, then all nonartifact creatures get -X/-X until end of turn, where X is the number of land cards in all graveyards.
6/6
Mara (Last Name) :1mana::symr::symr:
Planeswalker - Mara (M)
[+2]: You may choose a creature you control. If you do, until your next turn, damage that would be dealt to ~ is dealt to that creature instead.
[-1]: Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn.
[-7]: You get an emblem with "Creatures you control have haste." and "Creatures your opponents control enter the battlefield tapped."
{2}
Oozy, the Hungry Slime :3mana::symg::symg:
Planeswalker - Oozy (M)
[+2] Exile up to one target artifact or enchantment.
[-X] ~ deals X damage to target creature or planeswalker. If that permanent would be put into a graveyard this turn, exile it instead.
[0] Put X X/X green Ooze creature token onto the battlefield, where X is the number of cards exiled by ~.
{3}
Chancellor Baylock :2mana::symw::symu:
Art Description: A lower-angle shot of a man standing on a balcony, his arms on the railing. He appears to be in his mid-thirties, and is wearing a Victorian-era suit. A brass watch-chain loops from one of his pockets and a brass telescope stands nearby.
Mood: Let's change the world.
Legendary Creature - Human Advisor (M)
Tap an untapped artifact you control: Tap target nonland permanent.
"All I need are the right tools, and I could move the world."
1/4
Richard Ferron, Robber Baron :3mana::symu::symb:
Art Description: A portly man in his late forties leans over a desk covered in papers. He is dressed in a suit, with a golden watch chain dangling from a pocket. The room around him is lavishly appointed, and aides of various ages crowd the table, apparently arguing. The central man looks up at the viewer, a smug expression on his face.
Mood: A spider at the center of his web.
Legendary Creature - Human Advisor (M)
: Put an Industry counter on target land. As long as it has an Industry counter on it, it is an artifact and has ": Add to your mana pool."
:symu::symb:, : Untap target artifact and gain control of it.
"As I'm sure you fine gentlemen know, it's just business."
2/3
Tecksa Rend :2mana::symr::symb:
Art Description: A young woman with untidy hair and a wild grin on her face wearing ragged clothes stands with one foot on the back of a shopkeeper. She holds two long-barreled pistols, one in either hand. One rests on her shoulder, the other pointed at the shopkeeper's head. The room around them is in complete disarray, with broken furniture and spilled food, but it is clear that it was a general goods store.
Mood: Who's going to stop me? You?
Legendary Creature - Human Rogue (M)
Haste, intimidate
Whenever Tecksa Rend deals combat damage to a player, you may discard a card. If you do, draw a card.
Whenever you discard a card, Tecksa deals 2 damage to each opponent unless that player discards a card that shares a type with the card you discarded.
"Hand it over, nice and slow, or my boys here might get a mite twitchy."
3/2
Willard Weston, Frontiersman :3mana::symr::symg:
Art Description: A grizzled human in thick leather with bandoliers and pouches filled with assorted devices stands on a outcropping with a hiking stick in his hand. The sun is shining on his face, and a tall tower can be distantly seen in the background.
Mood: With the proper tools, you can get anywhere.
Legendary Creature - Human Scout (M)
When ~ enters the battlefield, put two artifact tokens onto the battlefield.
Sacrifice an artifact: Regenerate target creature. Put a +1/+1 counter on that creature.
"It's dangerous to go alone. Take this!"
4/4
Oriel, Evolutionary Engineer :3mana::symg::symw:
Art Description: A young elf leans over a clockwork beast's flank. He holds a lamp in one hand, and is inspecting the scratches and dents on the creature's body.
Mood: Evaluative curiosity.
Legendary Creature - Elf Shaman (M)
If damage would be dealt to a creature you control, put that many +1/+1 counters on it instead.
"I've found that laboratory work can only go so far. Eventually, the best forge for new designs is nature herself."
2/2
Smokestack
Artifact (M)
At the beginning of your upkeep, you may put a soot counter on ~.
At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on ~.
Sword of Forge and Furnace
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from Artifacts. This effect does not remove ~.
Whenever equipped creature deals combat damage to a player, put target artifact card in your hand or in a graveyard onto the battlefield, then destroy target artifact.
Equip
Sol Battery
A ring shaped battery glows in the side of a wild contraption. It should look much like the FTV sol ring.
Artifact- Component
Upgraded artifact has ": Add to your mana pool."
Upgrade
"They say it uses starlight to generate power. Poppycock, of course." -Willar Waston
Steel Caller
Artifact Creature - Angel (M)
Flying
Sacrifice ~: Return to the battlefield each other artifact card put into a graveyard this turn.
The people of Archester have never seen an angel, and yet its form still brings them hope.
4/4
Vial of Allies
A woman wears a necklace with a small vial. this vial has three faces just like hers looking eagerly around.
Artifact (M)
Whenever you cast a creature spell, you may pay and sacrifice ~. if you do, search your library for up to three cards with the same name as that spell, reveal them, put them into your hand and shuffle your library.
One good Laverne deserves another.
Currently Testing:
Lackey Archester v3.0 (PC)
Lackey Archester v3.0 (MAC)
Archester Commons MWS File
Multiverse Archester File
Any comments and/or suggestions are appreciated. Thank you.
It's not exactly the same, since Equipment can only attach to creatures. I don't think the design space between the two is close enough to prevent us from having both exist.
Also, if there are any other posts from the other thread that I should include in the OP, let me know.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
I can understand that. Still, I like the idea of piling all of these addons onto something to make one big contraption. But I do think there's a lot of design space here. Equipment are usually based around combat, making creatures bigger or better. With contraptions, you have to get a little bit trickier. There's no artifact power and toughness, so we can get really creative with the kinds of abilities we put on them.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
It's an interesting idea, and I thought of it myself when going over a set with a similar 'colorless matters' theme (this was a 'lack of mana' type colorless rather than an 'artifact' colorless theme, though) and it conveys flavour nicely. My main problems with it that I found are a) it is horrible in limited unless you add a lot of colorless artifact ramp or nonbasics at common and b) it adds a negative to basic lands, which you generally don't want to do. Especially with the "if colour was spent to cast this, negative". Unless, of course, that latter ability is used with abilities that don't fit in colour.
For example, if you did:
(2/B)(2/B)
Sorcery (C)
Destroy target nonartifact creature.
If G or W was spent to cast this, its controller gains life equal to its power.
That's good, and a clever way to mitigate the downsides of making everything splashable (-cough-Dismember-cough-).
But yeah, making basic lands worse than certain nonbasics is not a cool thing to do, that's all.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Can we play off of that core idea to make something a little more original, though? I like the idea of combining Contraptions to make Rube Goldberg mega machines -- can't we tap into that more?
Assemble [cost] ([cost]: Attach to target Contraption you control. Assemble only as a sorcery.)
Non-Contraption artifacts can have assemble, and Contraptions don't necessarily have to have assemble -- but all Contraptions interact with or care about the cards attached to them. It's narrow, but a) it's more flavorful (if only slightly) and b) we'd print a lot of "assemble" cards and Contraptions to make it work.
I would personally rather put 'assemble' on contraptions and have it work like this:
Assemble [cost] ([cost]: Attach target artifact you control to this permanent. Assemble only as a sorcery.)
So it's not as narrow. That way you can play with all kinds of cool artifacts and still be able to stick them onto your contraptions rather than be limited to playing just the artifacts from this set and just the contraptions from this set. (hint: it's why splice sucked in kamigawa, because the cards you could splice were all in kamigawa, and the cards you could splice to were all in kamigawa)
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
As NC said, this makes it too narrow. Don't forget, the contraptions themselves are still artifacts, so you can still attach contraptions to contraptions for the "rube goldberg" feeling you were looking for.
Again, this doesn't make any sense form a flavor perspective. You wouldn't attach your artifacts to it, you'd attach it to your artifacts.
I don't really see what's wrong with making it work like equipment. There's still tons of design space, and the similarities actually make it better in my opinion. It's much easier to explain to someone that it's equipment for artifacts than to explain the small differences between them.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Happy to have you on board.
Your idea is basically exactly what Curious suggested over on the other thread. My version is to use something like this...
Assemble [cost] ([cost]: Attach to target artifact you control. Assemble only as a sorcery.)
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
---
This is still an issue, but one with a simple fix: Assemble [cost] ([cost]: Attach target noncreature artifact you control to this permanent. Assemble only as a sorcery.)
---
I also suggested something that could possibly be used to help combat this a little:
---
I actually like this. The overlap with equipment seems ok to me since artifacts and creatures themselves have an overlap. This just makes sense.
Something we need to reconsider: all of these awesome ideas haven't included Riggers, which should play an important part.
EDIT: I am so slow :rolleyes:. Good idea, BLC.
Equipment for artifacts also has no odd flavour things, because they're just upgrades. Unlike the awkward moment when you have a wall equipped with a battering ram, attaching a swivel-chair to the top of a Darksteel Colossus is just funny, not improbably.
Also Riggers are the (W/U)'s R splinter, are they not?
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
You guys posted like eight things while I was typing that. I had to have about six different tabs open to get all the quotes and had to refresh this thread over and over to keep up.
Anyway, as for riggers, I think they can just be creatures with abilities pertaining to contraptions, just like the Kor dealt with equipment in zendikar. Some tutor, some assemble, etc.
Or: we could change the name of the "attach" action to something else (enhance, upgrade, whatever) and give riggers "assemble" abilities that search for contraptions and put them onto the battlefield.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
How much errata do we need to put on Steamflogger Boss?
Just kidding; I like how we're going with this. Artifact equipment isn't the most ingenious method but it's going to be cool and very steampunk, what with you sticking different pieces of artifacts together.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
How can we make Contraptions more original? And I apologize for not raising the best ideas myself, but I have to play devil's advocate. "Equipment for artifacts" is fine, but there has to be a spin we can put on that.
Reading this made me realize that "equipment for artifacts" feels more like upgrades than contraptions. Honestly, the "attaching noncreature artifacts to contraptions" idea fits the feel of a contraption a lot better...
We shall fight to the death
Ok, what if contraptions always gave their abilities to the mother artifact.
Golden Gear Generator (2/W)
Artifact - Contraption
At the beginning of your upkeep, you gain one life.
Assemble 1 (Attach to target artifact. That artifact gains all of this card's abilities.)
Grindstone Gearbox (2/U)
Artifact - Contraption
T: Target player puts the top 2 cards of his or her library into his or her graveyard.
Assemble 1 (Attach to target artifact. That artifact gains all of this card's abilities.)
Steam Generator 2
Artifact - Contraption
T: Add 2 to your mana pool.
Assemble 2 (Attach to target artifact. That artifact gains all of this card's abilities.)
Explosive Component (2/R)(2/R)
Artifact - Contraption
Sacrifice ~: ~ deals damage to target creature or player equal to the number of contraptions attached to it.
Assemble 2 (Attach to target artifact. That artifact gains all of this card's abilities.)
Twiddling Drive (2/U)(2/U)
Artifact - Contraption
Whenever ~ becomes untapped, tap target permanent.
Assemble 3 (Attach to target artifact. That artifact gains all of this card's abilities.)
The best part of the ability? If you stack contraptions, they give each artifact they're attached to the same abilities! Now we're talking rube goldberg. You can string together a bunch of contraptions for a giant machine of awesome effects.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Other than Explosive Component, those don't give the player any incentive to Assemble, unless I misunderstood them some how. If we do decide to go in this direction, we should make them more similar to Explosive Component rather than to the others.
Edit: Wait a minute do the contraptions abilities continue to trigger even after they're "Assembled"? If so then that's a really good idea.
Sig by Rivenor
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Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
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Really? I think they all give pretty good incentives. Again, each grants its power to the rest of the chain before it. Get a few together, and Steam Generator can give you tons of mana. Make a chain with Grindstone and Twiddling drive and you mill them and tap then down at the same time.
These are only examples of course, but I feel like this mechanic has a lot of potential. It captures the flavor well, has a lot of interesting interactions, and encourages you to play lots of contraptions without being parasitic.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Steam Generator 3
Artifact - Contraption
T: Add 2 to your mana pool.
Whenever assembled artifact becomes tapped, add 1 to your mana pool.
Assemble 2
Because otherwise, adding abilities means you will end up clashing costs and not wanting to attach multiple to something because it's a waste of time, meaning you get less of that 'build a giant machine out of this' feel. Now, if you add two steam generators, you produce double the power! Makes sense, no?
EDIT: Just saw MOON-E's newest post: It makes more sense to attach all your contraptions to one thing rather than attach them to each other. :| If you add two steam generators to a Darksteel Colossus, then one of them's going to be useless through your cards.
Also Steam Generator's slightly broken.
Also does it mean that the assembled-to artifact gets the Assemble ability? ._.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Is there a reason you feel this way? It makes perfect sense to me to attach your contraptions in a chain. Plus, having the mechanic work this way makes them simpler.
also, nice catch. It would be "abilities except for this one."
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
What if "Contraption" isn't a card subtype, but refers to a single mass of attached artifacts? That is to say, artifacts with "assemble" attach to each other -- not one to another -- and are treated as a unit (and there are certain cards that can interact with the entire Contraption, at a cost). An artifact with "assemble" would have an ability set aside which it gives to the Contraption -- and the Contraption taps as a unit, attacks as a unit (if an artifact creature is involved), etc.
I was originally thinking of something like this, but it felt too complex. Once you start referring to a group of things, we start having problems. What happens if one of the components has hexproof, can I target it? If I untap one part, do the rest untap? It seems like it'd get very hairy.
The alternative is to exile the attached artifacts and have them return Champion style. This solves the problem of having multiple permanents act as a whole, but creates the problem of not being able to target specific parts of the machine, which may or may not be a problem in the first place. The main reason I wanted to stay away from this though is that it seems rather complex and I wanted to keep the mechanic as simple as possible.
Yes, that was the intent. If I attach a steam generator to the end of the contraption, it keeps its abilities and gives them to each component that comes before it.
(Yes, the power level is probably too high, it's just an example.)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I'm sorry, I misunderstood what they did. They're pretty good.
Having said that, I think Ninja Caterpie's idea is the way to go. It allows for both the ability to have the Contraptions be usable on their own while giving incentive to assemble. Also since the Contraptions can still tap independently of the artifact they're attached (basing this off of Second Wind) they should create interesting "rube goldberg"-esque situations
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)